Toon/cel shading with variable line width?
- by Nick Wiggill
I see a few broad approaches out there to doing cel shading:
Duplication & enlargement of model with flipped normals (not an option for me)
Sobel filter / fragment shader approaches to edge detection
Stencil buffer approaches to edge detection
Geometry (or vertex) shader approaches that calculate face and edge normals
Am I correct in…