Table of Contents

🔳 CosterGraphics.Systems.OutlineSystem


Tiers Overview


Tiers Features Overview


The Outline System is organized into four tiers, ⭐Simple, ⭐⭐Basic, ⭐⭐⭐Advanced, and ⭐⭐⭐⭐Pro, each building on the previous with increased complexity. The tiered structure ensures flexibility: you can start with simple outlines and upgrade as needed, with full backward compatibility.

The System comes with four Scriptable Renderer Features for drawing the outlines, an entire collection of 🖼️Composite Shader Graph outline shaders and one Monobehaviour 🔳Outline3D component that can be added to any GameObject to mark it as an outline receiver and to enable the outlines.

Each Tier of the OutlineSystem adds the following new features:

⭐ Outline System Simple Tier Features:

+ Outline3D MonoBehaviour Component (Outline3D)
+ Renderer Feature IDs (Render different objects with different types of outlines easily)
+ Binary Color Mask & Depth Tested Binary Color Mask Based Overlays
+ Binary Color Mask & Depth Tested Binary Color Mask Based Silhouette Outlines
+ Hybrid Silhouette Outlines & Overlays

⭐⭐ Outline System Basic Tier Features:

+ (Camera) Color, Depth & Normals Based Contour outlines
+ Hybrid Silhouette & Contour Outlines
+ View-Space Outline Thickness (For thinner outlines towards the distance)
+ UV Mask based Texture Overlays

⭐⭐⭐ Outline System Advanced Features:

+ InstanceID Based 'Per-Object' Intersection Outlines
+ ObjectID Based 'Per-Object' Colored Outlines
+ ObjectID Based 'Per-Team' Colored Outlines
+ Advanced Edge Detection Kernel Based Outlines (Cross, Gaussian, Laplacian, Sobel, Scharr)
+ Advanced depth masked outline shaders using depth tested and non depth tested masks

⭐⭐⭐⭐ Outline System Pro Features:

+ JFA (Jump Flood Algorithm) Distance and Signed Distance Field Based Sillhouette Outlines
+ JFA Distance Field Based Contour Outlines
+ Other pro stuff


Read more about what each Tier does on the Tiers pages: