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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,
}
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