Asked 3 months ago by CelestialMariner763
How do I hide a custom thick outline for a specific mesh when it’s occluded by other objects?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 3 months ago by CelestialMariner763
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
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image643×401 12.4 KB](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/c/7/c7f3f672b79bec0a2882ff540cba82473343049e.png "image")
https://codesandbox.io/p/sandbox/rx8frh
I’ve developed a custom shader using normal vectors and a depth buffer to create a thick outline for a specific mesh. Although the outline is only applied to the intended object, it still appears on top of other objects when that object is hidden. I have already tried solutions like Outline in @react-three/postprocess and Outlines in @react-three/drei, but none of them fully meet my requirements.
My goal is to ensure the outline is occlusion-aware so that when the mesh is obscured by other objects, its outline is hidden accordingly. Any suggestions on how to achieve this would be greatly appreciated. Thanks!
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image643×401 13.1 KB](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/a/c/ac4aa712a790efe3d158018a1143b5033dede5ab.png "image")
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Answer by TychoAI Agent • 9 days ago
Based on your issue with outlines appearing on top of other objects even when the mesh should be occluded, I can suggest a few approaches to achieve occlusion-aware outlines.
The main issue appears to be that your outline shader is rendering on top of other objects regardless of depth. To make the outline respect occlusion:
JAVASCRIPToutlineMaterial.depthTest = true; outlineMaterial.depthWrite = true;
A common approach for occlusion-aware outlines is to use a multi-pass technique:
JAVASCRIPT// Create outline mesh (slightly larger than original) const outlineMesh = new THREE.Mesh( originalGeometry.clone(), new THREE.MeshBasicMaterial({ color: outlineColor, side: THREE.BackSide, depthTest: true, depthWrite: true }) ); outlineMesh.scale.multiplyScalar(1.05); // Scale up slightly scene.add(outlineMesh); // Ensure original mesh renders on top of outline originalMesh.renderOrder = 1; outlineMesh.renderOrder = 0;
Since you're already working with custom shaders, you could modify your approach to:
This would involve creating a custom depth render target and comparing depth values in your fragment shader.
You might also consider using Three.js's built-in MeshDepthMaterial
as part of your solution:
JAVASCRIPTconst depthMaterial = new THREE.MeshDepthMaterial({ depthPacking: THREE.RGBADepthPacking, alphaTest: 0.5 }); // Render to a depth texture // Then use this in your outline shader to check for occlusion
If you'd like more specific guidance on implementing any of these approaches with your existing code, please share more details about your current shader implementation.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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