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today iamp;#39;m going to show you how to create a post-process cartoon outline shader in unreal and in unity letamp;#39;s go so last week i mentioned that weamp;#39;d be doing a crepuscular rays shader today but i ran into some challenges with that one and it was only going to work in unity and not in unreal so i decided to do something else i hope you donamp;#39;t mind so way back in episode 39 i showed a couple of methods of creating the ink outlines for tune shaders one method was in the shaders of each individual object and a second method that i showed duplicated each individual mesh and turned the duplicates inside out at the end of that video i mentioned that it was possible to do cartoon ink effects as a post-process step but i didnamp;#39;t explain how to do it today iamp;#39;m going to fix that before we jump into how to make this outline shader i want to briefly talk about what we need to do so youamp;#39;ll understand whatamp;#39;s going on once we start throwing n