Background Pony #6540
"@Background Pony #B662":/1253168#comment_5441673
Deferred shading isn't so bad. Hell, if you use Unity you get deferred shading served on a silver platter.
I would argue that yes, deferred shading does make it significantly easier. In fact I don't even see how you could possible begin to make a good cell-shader using forward rendering, since you need information about the pixel depth and/or normals to know where to draw outlines.
It's easy to create a texture withthsingle-pixel outlines in pixels where the depth/normals changes significantly. Custom lines could probably be added using some kind of primitive line renderer to the same texture. The question then is how do you get the correct width and smoothness of the outlines inside a shader.
Deferred shading isn't so bad. Hell, if you use Unity you get deferred shading served on a silver platter.
I would argue that yes, deferred shading does make it significantly easier. In fact I don't even see how you could possible begin to make a good cell-shader using forward rendering, since you need information about the pixel depth and/or normals to know where to draw outlines.
It's easy to create a texture with