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Copy file name to clipboardExpand all lines: manual/graphics/tutorials/additional-render-pass.md
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@@ -6,7 +6,7 @@ In this tutorial you will learn how to inject a custom render pass into the pipe
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Firstly, create a new material as the toon outline material. You can do it manually or use Editor and *right-click* in Content window content folder **New -> Material -> Material**.
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To implement back face fattening, You have to expand the model by a little through moving the vertex a bit in the direction of the normal. Only back faces of the enlarged model is rendered so that the original model won't be occluded. Open the material and set the Blend Mode to **Transparent** and set the Cull Mode to **Inverted**, turn off Z Test and Z Write. Then setup the graph as the image below:
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To implement back face fattening, You have to expand the model by a little through moving the vertex a bit in the direction of the normal. Only back faces of the enlarged model is rendered so that the original model won't be occluded. Open the material and set the Blend Mode to **Transparent** and set the Cull Mode to **Inverted**, **turn off Depth Write**. Then setup the graph as the image below:
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@@ -22,38 +22,26 @@ using FlaxEngine;
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namespaceGame;
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/// <summary>
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///OutlineRenderer Script.
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///Outline mesh rendering script.
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/// </summary>
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publicclassOutlineRenderer : PostProcessEffect
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{
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privateMaterial_material;
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privateModel_model;
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/// <summary>
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/// ss
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/// </summary>
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publicMaterialOutlineMaterial
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{
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get=>_material;
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set
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{
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if (_material!=value)
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{
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_material=value;
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}
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}
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set=>_material=value;
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}
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/// <inheritdoc />
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publicoverrideunsafevoidOnEnable()
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{
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// This postfx overdraws the input buffer without using output
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UseSingleTarget=true;
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// Custom draw location in a pipeline, before forward pass so that the draw call could be executed together with other forward draw calls
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