Metal shader in SceneKit to outline an object












3















I'm playing around and trying to implement Metal shader in SceneKit that will outline an object.



The idea is to draw an outline (or silhouette) similar to this image found in this blogpost (the blogpost doesn't contain any code):



silhouette



I'm new to SceneKit and Metal shaders so I'm able just to draw some geometry and write simple vertex or fragment shader. I'm curious how can I achieve this kind of effect? Is it done in multiple passes?



Cheers!










share|improve this question

























  • That's more than a silhouette. That looks more like some form of "edge detection", which is a term you can search for to find lots of info.

    – Ken Thomases
    Nov 20 '18 at 16:49
















3















I'm playing around and trying to implement Metal shader in SceneKit that will outline an object.



The idea is to draw an outline (or silhouette) similar to this image found in this blogpost (the blogpost doesn't contain any code):



silhouette



I'm new to SceneKit and Metal shaders so I'm able just to draw some geometry and write simple vertex or fragment shader. I'm curious how can I achieve this kind of effect? Is it done in multiple passes?



Cheers!










share|improve this question

























  • That's more than a silhouette. That looks more like some form of "edge detection", which is a term you can search for to find lots of info.

    – Ken Thomases
    Nov 20 '18 at 16:49














3












3








3


1






I'm playing around and trying to implement Metal shader in SceneKit that will outline an object.



The idea is to draw an outline (or silhouette) similar to this image found in this blogpost (the blogpost doesn't contain any code):



silhouette



I'm new to SceneKit and Metal shaders so I'm able just to draw some geometry and write simple vertex or fragment shader. I'm curious how can I achieve this kind of effect? Is it done in multiple passes?



Cheers!










share|improve this question
















I'm playing around and trying to implement Metal shader in SceneKit that will outline an object.



The idea is to draw an outline (or silhouette) similar to this image found in this blogpost (the blogpost doesn't contain any code):



silhouette



I'm new to SceneKit and Metal shaders so I'm able just to draw some geometry and write simple vertex or fragment shader. I'm curious how can I achieve this kind of effect? Is it done in multiple passes?



Cheers!







ios shader scenekit metal fragment-shader






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 20 '18 at 19:48







Martin Pilch

















asked Nov 20 '18 at 14:03









Martin PilchMartin Pilch

1,66922351




1,66922351













  • That's more than a silhouette. That looks more like some form of "edge detection", which is a term you can search for to find lots of info.

    – Ken Thomases
    Nov 20 '18 at 16:49



















  • That's more than a silhouette. That looks more like some form of "edge detection", which is a term you can search for to find lots of info.

    – Ken Thomases
    Nov 20 '18 at 16:49

















That's more than a silhouette. That looks more like some form of "edge detection", which is a term you can search for to find lots of info.

– Ken Thomases
Nov 20 '18 at 16:49





That's more than a silhouette. That looks more like some form of "edge detection", which is a term you can search for to find lots of info.

– Ken Thomases
Nov 20 '18 at 16:49












1 Answer
1






active

oldest

votes


















7














The basic idea here is to clone the "selected" node and its geometry, then use a custom vertex and fragment shader to "push" the geometry out along the vertex normals, drawing only the back faces of the cloned geometry with a solid color.



I wrote a small sample project to demonstrate this and posted it here.



The core Swift code looks like this:



let outlineProgram = SCNProgram()
outlineProgram.vertexFunctionName = "outline_vertex"
outlineProgram.fragmentFunctionName = "outline_fragment"

let outlineNode = duplicateNode(node)
scene.rootNode.addChildNode(outlineNode)
outlineNode.geometry?.firstMaterial?.program = outlineProgram
outlineNode.geometry?.firstMaterial?.cullMode = .front


The portion of the vertex shader responsible for pushing vertices along their normal looks like this:



const float extrusionMagnitude = 0.05;
float3 modelPosition = in.position + normalize(in.normal) * extrusionMagnitude;


From there, you just apply your typical model-view-projection matrix and return a flat color from the fragment shader.



Screenshot






share|improve this answer
























  • Thanks a lot! That's why I love SO. You can always find people happy to help! My original idea was to do something similar with fragment shader, modifying fragment color based on normal but this approach looks interesting. Will post another question if needed. Thank you again.

    – Martin Pilch
    Nov 21 '18 at 13:18













  • I'm concerned how to do it without cloning model. I run into this tutorial: in2gpu.com/2014/06/23/… but I'm struggling with rewriting it to Metal. Do you mind if I send you project with my implementation of toon shading? Have you got a time to check what I'm doing wrong?

    – Martin Pilch
    Dec 6 '18 at 14:32











  • Here is the project: file.io/ZGbBwA

    – Martin Pilch
    Dec 6 '18 at 14:56











  • Sounds like a separate question. Also, your project link gives a 404 error.

    – warrenm
    Dec 6 '18 at 16:50











  • Good point. I created another question: stackoverflow.com/questions/53658843/…

    – Martin Pilch
    Dec 6 '18 at 20:02











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1 Answer
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1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









7














The basic idea here is to clone the "selected" node and its geometry, then use a custom vertex and fragment shader to "push" the geometry out along the vertex normals, drawing only the back faces of the cloned geometry with a solid color.



I wrote a small sample project to demonstrate this and posted it here.



The core Swift code looks like this:



let outlineProgram = SCNProgram()
outlineProgram.vertexFunctionName = "outline_vertex"
outlineProgram.fragmentFunctionName = "outline_fragment"

let outlineNode = duplicateNode(node)
scene.rootNode.addChildNode(outlineNode)
outlineNode.geometry?.firstMaterial?.program = outlineProgram
outlineNode.geometry?.firstMaterial?.cullMode = .front


The portion of the vertex shader responsible for pushing vertices along their normal looks like this:



const float extrusionMagnitude = 0.05;
float3 modelPosition = in.position + normalize(in.normal) * extrusionMagnitude;


From there, you just apply your typical model-view-projection matrix and return a flat color from the fragment shader.



Screenshot






share|improve this answer
























  • Thanks a lot! That's why I love SO. You can always find people happy to help! My original idea was to do something similar with fragment shader, modifying fragment color based on normal but this approach looks interesting. Will post another question if needed. Thank you again.

    – Martin Pilch
    Nov 21 '18 at 13:18













  • I'm concerned how to do it without cloning model. I run into this tutorial: in2gpu.com/2014/06/23/… but I'm struggling with rewriting it to Metal. Do you mind if I send you project with my implementation of toon shading? Have you got a time to check what I'm doing wrong?

    – Martin Pilch
    Dec 6 '18 at 14:32











  • Here is the project: file.io/ZGbBwA

    – Martin Pilch
    Dec 6 '18 at 14:56











  • Sounds like a separate question. Also, your project link gives a 404 error.

    – warrenm
    Dec 6 '18 at 16:50











  • Good point. I created another question: stackoverflow.com/questions/53658843/…

    – Martin Pilch
    Dec 6 '18 at 20:02
















7














The basic idea here is to clone the "selected" node and its geometry, then use a custom vertex and fragment shader to "push" the geometry out along the vertex normals, drawing only the back faces of the cloned geometry with a solid color.



I wrote a small sample project to demonstrate this and posted it here.



The core Swift code looks like this:



let outlineProgram = SCNProgram()
outlineProgram.vertexFunctionName = "outline_vertex"
outlineProgram.fragmentFunctionName = "outline_fragment"

let outlineNode = duplicateNode(node)
scene.rootNode.addChildNode(outlineNode)
outlineNode.geometry?.firstMaterial?.program = outlineProgram
outlineNode.geometry?.firstMaterial?.cullMode = .front


The portion of the vertex shader responsible for pushing vertices along their normal looks like this:



const float extrusionMagnitude = 0.05;
float3 modelPosition = in.position + normalize(in.normal) * extrusionMagnitude;


From there, you just apply your typical model-view-projection matrix and return a flat color from the fragment shader.



Screenshot






share|improve this answer
























  • Thanks a lot! That's why I love SO. You can always find people happy to help! My original idea was to do something similar with fragment shader, modifying fragment color based on normal but this approach looks interesting. Will post another question if needed. Thank you again.

    – Martin Pilch
    Nov 21 '18 at 13:18













  • I'm concerned how to do it without cloning model. I run into this tutorial: in2gpu.com/2014/06/23/… but I'm struggling with rewriting it to Metal. Do you mind if I send you project with my implementation of toon shading? Have you got a time to check what I'm doing wrong?

    – Martin Pilch
    Dec 6 '18 at 14:32











  • Here is the project: file.io/ZGbBwA

    – Martin Pilch
    Dec 6 '18 at 14:56











  • Sounds like a separate question. Also, your project link gives a 404 error.

    – warrenm
    Dec 6 '18 at 16:50











  • Good point. I created another question: stackoverflow.com/questions/53658843/…

    – Martin Pilch
    Dec 6 '18 at 20:02














7












7








7







The basic idea here is to clone the "selected" node and its geometry, then use a custom vertex and fragment shader to "push" the geometry out along the vertex normals, drawing only the back faces of the cloned geometry with a solid color.



I wrote a small sample project to demonstrate this and posted it here.



The core Swift code looks like this:



let outlineProgram = SCNProgram()
outlineProgram.vertexFunctionName = "outline_vertex"
outlineProgram.fragmentFunctionName = "outline_fragment"

let outlineNode = duplicateNode(node)
scene.rootNode.addChildNode(outlineNode)
outlineNode.geometry?.firstMaterial?.program = outlineProgram
outlineNode.geometry?.firstMaterial?.cullMode = .front


The portion of the vertex shader responsible for pushing vertices along their normal looks like this:



const float extrusionMagnitude = 0.05;
float3 modelPosition = in.position + normalize(in.normal) * extrusionMagnitude;


From there, you just apply your typical model-view-projection matrix and return a flat color from the fragment shader.



Screenshot






share|improve this answer













The basic idea here is to clone the "selected" node and its geometry, then use a custom vertex and fragment shader to "push" the geometry out along the vertex normals, drawing only the back faces of the cloned geometry with a solid color.



I wrote a small sample project to demonstrate this and posted it here.



The core Swift code looks like this:



let outlineProgram = SCNProgram()
outlineProgram.vertexFunctionName = "outline_vertex"
outlineProgram.fragmentFunctionName = "outline_fragment"

let outlineNode = duplicateNode(node)
scene.rootNode.addChildNode(outlineNode)
outlineNode.geometry?.firstMaterial?.program = outlineProgram
outlineNode.geometry?.firstMaterial?.cullMode = .front


The portion of the vertex shader responsible for pushing vertices along their normal looks like this:



const float extrusionMagnitude = 0.05;
float3 modelPosition = in.position + normalize(in.normal) * extrusionMagnitude;


From there, you just apply your typical model-view-projection matrix and return a flat color from the fragment shader.



Screenshot







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 21 '18 at 0:08









warrenmwarrenm

21.6k45585




21.6k45585













  • Thanks a lot! That's why I love SO. You can always find people happy to help! My original idea was to do something similar with fragment shader, modifying fragment color based on normal but this approach looks interesting. Will post another question if needed. Thank you again.

    – Martin Pilch
    Nov 21 '18 at 13:18













  • I'm concerned how to do it without cloning model. I run into this tutorial: in2gpu.com/2014/06/23/… but I'm struggling with rewriting it to Metal. Do you mind if I send you project with my implementation of toon shading? Have you got a time to check what I'm doing wrong?

    – Martin Pilch
    Dec 6 '18 at 14:32











  • Here is the project: file.io/ZGbBwA

    – Martin Pilch
    Dec 6 '18 at 14:56











  • Sounds like a separate question. Also, your project link gives a 404 error.

    – warrenm
    Dec 6 '18 at 16:50











  • Good point. I created another question: stackoverflow.com/questions/53658843/…

    – Martin Pilch
    Dec 6 '18 at 20:02



















  • Thanks a lot! That's why I love SO. You can always find people happy to help! My original idea was to do something similar with fragment shader, modifying fragment color based on normal but this approach looks interesting. Will post another question if needed. Thank you again.

    – Martin Pilch
    Nov 21 '18 at 13:18













  • I'm concerned how to do it without cloning model. I run into this tutorial: in2gpu.com/2014/06/23/… but I'm struggling with rewriting it to Metal. Do you mind if I send you project with my implementation of toon shading? Have you got a time to check what I'm doing wrong?

    – Martin Pilch
    Dec 6 '18 at 14:32











  • Here is the project: file.io/ZGbBwA

    – Martin Pilch
    Dec 6 '18 at 14:56











  • Sounds like a separate question. Also, your project link gives a 404 error.

    – warrenm
    Dec 6 '18 at 16:50











  • Good point. I created another question: stackoverflow.com/questions/53658843/…

    – Martin Pilch
    Dec 6 '18 at 20:02

















Thanks a lot! That's why I love SO. You can always find people happy to help! My original idea was to do something similar with fragment shader, modifying fragment color based on normal but this approach looks interesting. Will post another question if needed. Thank you again.

– Martin Pilch
Nov 21 '18 at 13:18







Thanks a lot! That's why I love SO. You can always find people happy to help! My original idea was to do something similar with fragment shader, modifying fragment color based on normal but this approach looks interesting. Will post another question if needed. Thank you again.

– Martin Pilch
Nov 21 '18 at 13:18















I'm concerned how to do it without cloning model. I run into this tutorial: in2gpu.com/2014/06/23/… but I'm struggling with rewriting it to Metal. Do you mind if I send you project with my implementation of toon shading? Have you got a time to check what I'm doing wrong?

– Martin Pilch
Dec 6 '18 at 14:32





I'm concerned how to do it without cloning model. I run into this tutorial: in2gpu.com/2014/06/23/… but I'm struggling with rewriting it to Metal. Do you mind if I send you project with my implementation of toon shading? Have you got a time to check what I'm doing wrong?

– Martin Pilch
Dec 6 '18 at 14:32













Here is the project: file.io/ZGbBwA

– Martin Pilch
Dec 6 '18 at 14:56





Here is the project: file.io/ZGbBwA

– Martin Pilch
Dec 6 '18 at 14:56













Sounds like a separate question. Also, your project link gives a 404 error.

– warrenm
Dec 6 '18 at 16:50





Sounds like a separate question. Also, your project link gives a 404 error.

– warrenm
Dec 6 '18 at 16:50













Good point. I created another question: stackoverflow.com/questions/53658843/…

– Martin Pilch
Dec 6 '18 at 20:02





Good point. I created another question: stackoverflow.com/questions/53658843/…

– Martin Pilch
Dec 6 '18 at 20:02




















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