Outline Techniques
Genesis offers three different outline systems, and each has a sweet spot. Picking the right one upfront saves rework: inverted-hull is per-material and cheap; screen-space-from-renderer is consistent but post-process; and the Screen-Space Outline module is the cinematic option that costs the most. This recipe walks through all three.
What you’ll build
The same character outlined three ways — an inverted-hull stroke, a screen-space depth-normal outline from the module, and the two combined — so you can pick the right system per asset.
The three outline techniques compared on one character.
Requirements
- A character or prop mesh with consistent topology.
- For screen-space techniques: the Screen-Space Outline module installed.
Inverted Hull
Per-material, vertex-pass outline. Expands the back-face along the normal and draws a stroke color.
Steps
- Effects → Outline → Enable.
- Width 1.5, Color black.
- Cull Mode → Front (required for the back-face pass).
- Optionally bake outline thickness into vertex color G.
Best for: characters, hero props, anywhere you need cheap per-material outlines. Limits: cannot outline screen-space cracks; topology-dependent.
Vertex color tricks
Paint vertex color G high on broad areas (1.0) and low on thin features (0.2) to keep outlines consistent.
material.SetFloat("_OutlineVertexColorMask", 1); // G channel
material.SetFloat("_OutlineWidth", 1.5f);Screen-Space Outline (Module)
Renderer feature. Samples depth + normal in screen space and draws a stroke wherever they discontinue.
Steps
- Install the Screen-Space Outline module (see Modules).
- Add the feature to your renderer.
- Configure thickness, depth threshold, normal threshold.
Inverted hull versus the screen-space module. Drag to compare the edges each one catches.
Best for: stylized cinematic look, environments, full-scene consistency. Limits: one width for everything; cost scales with screen resolution.
Comparison
For most stylized games the answer is inverted hull on characters, screen-space module on environments. The two complement each other.
Inverted hull breaks on smooth-normal hard-edge meshes (cubes with shared normals). Split the smoothing groups or paint vertex color G to fix.
Variations
- Colored outlines: tint outline by emission color for stylized HUD-like reads.
- Distance falloff: animate
_OutlineWidthto 0 over distance to avoid pixel-thin lines far away. - Highlight occluded enemies: combine
_OutlineWidthwith See-Through.