I have an outline shader that works on literally every mesh in my game. It uses the cull_front mode. For some reason on the ribbon mesh on this character, the outline is inverted.
I genuinely have no idea why it’s happening and it’s driving me insane. The normals aren’t inverted in blender - inverting them doesn’t fix a thing. Neither does recalculating. I copied the mesh from the character .blend into another file and exported, and when I applied the shader it worked?? Copying the fixed mesh over the ribbon in the character scene also doesn’t work.
I know this isn’t a shader issue, and by the looks of it, it’s not a mesh issue either. What could be causing this??
This seems like a modelling issue in Blender. Would you mind attaching a picture of how it looks in Blender (or just the .blend file)? It would be nice to know:
What the topology of the mesh looks like i.e. a picture of the mesh vertices.