🔳 CosterGraphics.Systems.OutlineSystem
🐞 (Known) Bugs
This page documents the currently known bugs and issues with the Outline System. If you're having issues with the system or discovered a bug then please contact CosterGraphics. If the issue or bug is already listed below then you can be assured that a solution is actively being worked on!
🧫 Outline System Known Bugs Overview
ID Title Status Notes CG_OS-001 Inspector material preview shows erroneous outline open editor preview only CG_OS-002 Scene View dynamic clipping affects outline thickness open ui / camera near/far bias
🔬 Outline System Known Bugs Detailed
Last updated: 30/03/2026
This page tracks known limitations and workarounds for CosterGraphics.Systems.OutlineSystem.
CG_OS-001: Inspector material preview viewport shows incorrect outlines
Symptoms:
- In the Material Inspector preview window, your outline shader draws outlines on top of the 3D mesh preview (incorrect depth / object IDs).Cause:
- Preview viewport rendering path uses simplified camera setup that may not match runtime mask/composite paths.Workaround:
-Potential fix:
- Disable outline pass execution inMaterialEditor/preview camera pass. - In URP, investigate preview camera render state and skip outlinepass inRenderGraph.Status:
- open
CG_OS-001: Scene View dynamic clipping affects outline thickness
Symptoms:
- In Scene View, when camera uses dynamic near/far clip, outline width appears unstable or “pops”.Cause:
- Composite uses camera depth range (near/far) assumption for signed distance / thickness math.Workaround:
- Set Scene View clipping planes to stable values. - Use Game View for consistent results.Potential fix:
- Read Scene View dynamic clipping values and pass to composite shader uniform. - Adjust JFA / depth normalization to avoid dependence on tight near/far.Status:
- open