Hi there. Not sure if this should go in this section or not, so sorry in advance.
I've been further extending my intersection shader to show sobel inside the sphere, and this is using the built-in SobelMain shader function provided by Amplify. I modified it to read screen color directly instead of having to sample a texture.
Problem is, it's checking color differences it seems, and that's causing the sobel effect to appear on shadows, and with any kind of significant color change on a texture (you can read the generator's High Voltage sign)
Is there a way I could stop this, like doing sobel based on depth?
- Unreal Engine