use bevy::{ prelude::*, render::{extract_component::ExtractComponent, render_resource::ShaderType}, }; /// Component which, when inserted into an entity with a camera and normal prepass, enables an outline effect for that /// camera. #[derive(Component, ShaderType, ExtractComponent, PartialEq, Clone, Default)] pub struct OutlinePostProcessSettings { /// Weight of outlines in pixels. pub weight: f32, /// A threshold for normal differences, values below this threshold will not become outlines. /// Higher values will result in more outlines which may look better on smooth surfaces. pub threshold: f32, }