Godot Version
4.3
Question
I am attempting to create my own selection visuals, much like the update_selection_transform() in the GirdMapEditor in the C++ lib. One of the wonderful features of the grid map is that it’s grid and gizmos all seem to maintain a consistent sharpness regardless of close or far you are from them.
Using a 3d object I cannot get that same effect without a custom shader on the object that renders it’s quad face edges (since I am working with cube volumes) and not it’s tri-edges. An anyone provide me with some learning resources to get this effect in a shader that maintains sharpness and thickness regardless of distance?