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| author | soaos <soaos@soaos.dev> | 2025-08-12 23:17:55 -0400 |
|---|---|---|
| committer | soaos <soaos@soaos.dev> | 2025-08-12 23:17:55 -0400 |
| commit | 3f114ebe5c4d3618504b0e623b52c22e262de854 (patch) | |
| tree | 9a16dc198fa3140dcff62e997a285246f5f24059 /content/projects/bevy_outline_post_process/index.md | |
| parent | 20c1ed2c45abf792ddc09e1aa757443bec2a1f92 (diff) | |
Moved public files to root
Diffstat (limited to 'content/projects/bevy_outline_post_process/index.md')
| -rw-r--r-- | content/projects/bevy_outline_post_process/index.md | 28 |
1 files changed, 0 insertions, 28 deletions
diff --git a/content/projects/bevy_outline_post_process/index.md b/content/projects/bevy_outline_post_process/index.md deleted file mode 100644 index 3c828e6..0000000 --- a/content/projects/bevy_outline_post_process/index.md +++ /dev/null @@ -1,28 +0,0 @@ -+++ -title = "bevy_outline_post_process" -[taxonomies] -categories = ["bevy plugin"] -languages = ["rust", "wgsl"] -[extra] -github = ["soaosdev/bevy_outline_post_process"] -crates = ["bevy_outline_post_process"] -+++ - -this plugin allows you to add outlines to a camera as a post-processing effect in the bevy engine - - - -the effect makes use of a normal prepass to determine surface normals of objects in view, and then uses the differences between those normal values to determine where outlines should occur - -the effect is configurable, you can change the thickness of the outlines and the threshold (how significant the difference between normals need to be for an outline to appear) - - - - -there's also an option to enable *adaptive outlines*, so that darker areas get outlined with white and brighter areas are outlined with black - - - -i created this effect to improve visual contrast in my game project, which is why i haven't added support for different colors - -you're free to add it yourself though, probably wouldn't be too hard |
