I am fairly new to Godot, all advice appreciated.

I am attempting to add a simple outline shader to a 3d model but it looks like this;


The outline is not solid the whole way around the object. I'm not sure why.

Here's all the settings I'm using, just in case some of these are relevant

Collision shape is a Trimesh Collision Sibling

The outline is in the Material Next Pass (spatial material), with unshaded on, cull mode front, grow is on at 0.05

Any ideas?

Just to add, the shader looks fine in the preview in inspector tab

    ScoutMoreOften Just to add, the shader looks fine in the preview in inspector tab

    Switch to cube mode and see if there are gaps in the corners.

      Tomcat
      I'm new to godot but i think i did as you asked, still seems to be gaps at the corners, all thoughts appreciated!

      How did you make the model? You might have to smooth the normals in Blender. I don't think flat polygons work without extra care. You can see here, not sure if you watched this video.

        You want to scale it up along merged vertices normals. This is an old outline technique you are using and it's limitation always was and continues to be that it needs 'water tight' meshes. No split vertices/normals(for all intents and purposes same thing).

        Here's the documentation on how to make a simple outline, but you can see the gaps at the corners there too. Apparently a perfect outline requires complicated work.