I’m looking for a way to implement edge detection based on section map (also here)
As far as I understand I for post-processing shader I need to pass additional buffer which contains a texture with unique section color. Based on the texture I can detect edges and draw the outline.
The problem is that I don’t understand if that is even possible to do in Godot without source modification at this state.
I believe I could render sections to separate texture and then provide it for post-processing shader. I don’t know if that is possible to make the additional camera render different result when object has one material. I.e. one is the section screen and another is albedo screen.
Any pointers?