Yes, what you want is essentially an outline, which is why I linked that article. The way I would do it is render all the shapes, the silhouette of the objects with the outline to a viewport. These would be the volume of the shape, for example, circles with a solid white color and no outline. Then you could render two, or more, of these to a render target texture (the viewport texture). Then use a shader to draw an outline in any color you want. This will give you the outline color and the shape, everything else will be white. Then you project this texture onto another surface with a multiply blend mode. The white will become invisible, and then the other color will mix with what is there. From the screenshot of Civilization, it appears they did something similar to this, but there are other ways.

    cybereality Interesting, I really want to learn in detail about these sorts of methods, I guess the outline shader isn't actually going to be that big of a deal as it turns out so thank your for those resources. What's confusing me now is going to be the multiply blend mode because that's what is making the magic happen with stopping the overlap. I'll poke at the documentation some more, one thing I've also been doing is taking a look at how other pieces of software are handling these types of modes as there seems to be a lot of overlap ( Aha ) where you've got very similar modes but different ideas on how to approach them and what they're used for.

    Wait, what? LOL okay, it looks like the thing I need to learn about most is what the blend modes actually do especially multiply, confirmed what you're writing about checking out this video, I didn't know about any of this, that's fascinating thanks.

    I'll have an experiment with the colours and see what I can come up with, the reason it would be better if it was 3D is I could have the vertices drop down to the terrain individually without any of the crazy mesh generation nonsense. Plus I could also potentially fiddle around with some shader trickery and make some fancy animation effect for the outline.

    Maybe it will make more sense with an image.

    It's pretty simple actually. Multiply just uses multiplication on the components of a color (additive uses addition, etc.). So let use just take one color floating point number (such as a grayscale image). If the original color value of the red component is 0.67 and you multiply by 1.0 you get the original value of 0.67 (0.67 * 1.0 = 0.67). This is why white is invisible, because the color white is (1.0, 1.0, 1.0) so any color you multiply will be the original color. Black is (0.0, 0.0, 0.0) so if you multiply by black, you get black (0.67 * 0.0 = 0.0). Additive works the same way, but you add the two colors rather than multiply.

    Okay, that's definitely making way more sense now thanks, I guess my main question is now why is it that you can't use a standard material and have to draw the outline yourself? Is it just down to the way the materials work that it can't happen? I think this is what has been throwing me off all this time with trying to reproduce these kinds of influence border effects.

    Well a lot of stuff in game development you have to do yourself. The engine gives you the tools, just like an artist may get a paint brush and a blank canvas, it's up to you to draw something.

      cybereality Sorry, I should be clear, I guess I meant to ask what is is about how materials work in the backend that simply putting in a transparent material with an outline doesn't work? It looks like the same sort of method to me on the front end, but clearly it's not.

      In a 3D engine, each object is drawn one by one. If you have transparent objects, they are also drawn one by one (after the opaque objects in a particular order, such as back-to-front). Nothing is really ever combined (though by use of the z-buffer and other tricks, it appears to be one scene). Transparency is very difficult to do properly and is basically a hack and causes all sorts of weird issues if you do it wrong. So there is not a good way to handle this generically. But the concept is complex, and there are a few ways around it, like rendering to a separate buffer like I am suggesting.

        cybereality So I cheated a little just to do some testing and grabbed an outline shader from the asset library, what seems to be happening is the outline is automatically registering the existence of the two top and bottom faces and rendering them. This obviously isn't the effect that I want any ideas why this might be? I suppose the good thing is that the two cylinders are blending correctly.


        8 days later

        Okay, now I think I have a clearer understanding of what's been confusing me. I did some blender trickery to make my mesh sort of work and I made two different materials for the top and bottom faces and sides of the cylinder. The top and bottom faces are white and set to multiply so they're all transparent this prevents the outline shader from just blindly creating an outline around the whole mesh.

        However where I'm struggling is the last bit where you get a quad or decal? What does that involve? I think I might need a step by step on how to do that. I can't really wrap my head around the concept terribly well even though it makes total sense in theory.

        Should I be declaring the blend mode in the shader itself in this instance? Or is this something I'm badly misunderstanding in how the method is supposed to work?

          Lethn I took the 3D pixel perfect outline shader from the asset library and did some editing to the shader but no dice on the blend mode? I feel like I'm badly misunderstanding the process. On the bright side I do seem to be able to edit and tweak shaders a bit at least, got rid of the culling so I could see everything.

          shader_type spatial;
          render_mode cull_disabled, unshaded, skip_vertex_transform;
          render_mode blend_mul;
          uniform vec4 albedo : hint_color;
          uniform float outline_width = 1.0;
          
          void vertex() {
          	mat4 matrix_m = WORLD_MATRIX;
          	mat4 matrix_vp = PROJECTION_MATRIX * INV_CAMERA_MATRIX;
          	
          	vec4 clip_position = matrix_vp * (matrix_m * vec4(VERTEX, 1.0));
          	vec3 clip_normal = mat3(matrix_vp) * (mat3(matrix_m) * NORMAL);
          
          	vec2 screen_size = VIEWPORT_SIZE;
          	vec2 offset = normalize(clip_normal.xy) / screen_size.xy * outline_width * clip_position.w * 2.0;
          	clip_position.xy += offset;
          	
          	VERTEX = (INV_PROJECTION_MATRIX * clip_position).xyz;
          }
          
          void fragment() {
          	ALBEDO = albedo.rgb;
          }
          6 days later

          Bumping because it would be nice to get this problem out of the way.

          cybereality Thanks, I've got more to search for now that I've got new keywords, I just came across this tutorial which is exactly what I want but it's for 2D.

          Almost there though, trying to keep digging, I would be very surprised if somebody hasn't done this before me, yes it's a complicated shader technique, but also it's a very specific one I've noticed. I think that's mainly the problem I have with searching up information and tutorials.

          Okay, I think after looking at this tutorial on viewports I've realised I barely know how to use viewports properly and that's why I'm struggling, this basic video helped.

          Believe it or not I think the issue is less to do with the outline shader itself, I believe that's setup correctly unless I'm blatantly missing something and the pixel checks are what's needed to turn the overlapping transparent most of all. It's the viewport trickery I'm struggling with. Amazingly with this sort of code messing with the vertices positioning is actually the easy part, I already know how I'm going to deal with that now.

          5 days later

          I have so many questions about this method that I'm actually going to have to do a write up but I think I'm getting something of a breakthrough with it thanks to the video I found on the 2D version of it. At the moment though, I've got some errors on it and I don't know why. I also have no idea where I'm supposed to be placing the quad mesh with the viewport texture on it in order for the multiply blend to work on the shader.

          I'll be coming back to this thread when I've had more time to think on the specifics.

          E 0:00:01.245 get_path: Cannot get path of node as it is not in a scene tree.
          <C++ Error> Condition "!is_inside_tree()" is true. Returned: NodePath()
          <C++ Source> scene/main/node.cpp:1587 @ get_path()

          E 0:00:01.247 get_node: (Node not found: "ViewportContainer/Viewport" (relative to "").)
          <C++ Error> Condition "!node" is true. Returned: nullptr
          <C++ Source> scene/main/node.cpp:1325 @ get_node()

          E 0:00:01.248 setup_local_to_scene: ViewportTexture: Path to node is invalid.
          <C++ Error> Condition "!vpn" is true.
          <C++ Source> scene/main/viewport.cpp:69 @ setup_local_to_scene()

          Right, I've at least made something happen now with this confusing viewport texture method, however because I'm still learning how it all works I'm struggling to have the rings even do anything with this effect. I'm 99% sure it's probably not the shader because even in the 2D example I managed to find it was all viewport black magic trickery.

          I tried to keep things as simple as possible for now with both cameras pointed down on top of each other and in the exact same position. I've managed to get a viewport texture onto the quad mesh and it's set to multiply. I do understand how these viewports seem to work, that concept I'm fine with it's just the way the multiply blend mode is working in this case with preventing the overlap that I'm totally struggling with. I don't even really know as you can probably tell where the quad is supposed to be and what it's supposed to be doing to deal with the circle overlap problem.

          You can see in the screenshot that there's nothing really happening with the circles on the quad mesh, I've shown how I've got my hierarchy setup as well a where the viewport texture actually is because it's a really awesome effect when you can pull it off and can be used for all kind of pretty borders among other things. I need to do something about these duplicates as well that seem to keep popping up when it should be purely happening on the quad?

          Holy crap I really am having something of a breakthrough with this technique, I'm going to do a full write up tutorial on this thread just to detail the steps for anyone trying to look at this effect because it's ridiculous now even on how older engines people don't really seem to have looked at the topic so much. Probably because it's a pain in the arse to implement if you don't know anything about viewports, blend modes and how they work.

          There are problems I'm running into with this effect though at the moment, there is currently some z fighting I think happening with the outlines. I think maybe Z Write off will fix that, I will test it, the resolution for the quad is too small so I'm going to have to do some more fiddling. I hadn't realised when you posted in your example @cybereality that when you meant make the cylinders white as in a solid white, I thought I needed to keep them transparent and use multiply mode on those as well. Is this the effect that's supposed to happen when you blend the two solid shapes in on the quad?

          I remember people on the Unity forums describing the same sort of method and back then I had no idea how to really use it effectively and this time it was for a fog of war. I had no idea this was what they were on about but I did keep a note of. This will take some tweaking but I'm definitely going to do a proper written tutorial on this.

          This is what I've managed so far with some resolution tweaking, but I need to get rid of the black and the quad is making the borders look fairly 2D and flat, I don't know if that's maybe the camera setup though.