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Problem example

This is the problem I have. I have created a shader that draws circle. But depending on the distance from the camera thickness changes.

Circle Shader

Is it possible to keep thickness constant?

Candid Moon _Max_
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  • @DMGregory I had a look at them but I am not good with HLSL or GLSL. While I can copy paste some things, I am better at shader graph. I will definitely research more, but for Global Game Jam I don't have too much time to spare. Thanks. – Candid Moon _Max_ Jan 26 '19 at 22:20
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    To use the trick in my answer there in a graph, you'll need the DDX / DDY nodes described here. The technique should translate pretty directly. :) – DMGregory Jan 26 '19 at 22:23
  • @DMGregory Thank you in pointing me in the right direction. I will definitely try to replicate it in Shader Graph and post about my success here. – Candid Moon _Max_ Jan 27 '19 at 11:01
  • Right now I am using Shapes plugin from Freya, works pretty well. It's definitely possible to do it yourself, but requires a lot of knowledge. – Candid Moon _Max_ Jan 07 '22 at 00:29
  • Want to post an answer showing how you solved this with the Shapes library? – DMGregory Jan 07 '22 at 00:35
  • @DMGregory I would if I knew how, I believe I don't understand this topic on acceptable level, I didn't exactly finish this project or done it to have a proof of work. But from examples I could see that it's possible to get satisfactory results - https://acegikmo.com/shapes/docs/#anti-aliasing | Anti-Aliasing chapter. On top of that this is not a free package. Also, if someone is reading this, then there is this post from developers of Kerbal Space Program 2, https://www.kerbalspaceprogram.com/dev-diaries/6509/ , might be useful. – Candid Moon _Max_ Jan 07 '22 at 19:32

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