Table of Contents

🔳 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 in MaterialEditor/preview camera pass. - In URP, investigate preview camera render state and skip outlinepass in RenderGraph.

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