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today im going to show you how to create a post-process cartoon outline shader in unreal and in unity lets go so last week i mentioned that wed 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 dont 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 didnt explain how to do it today im 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 youll understand whats going on once we start throwing nodes around in order to add these outlines we need to detect wh