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README.md

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@@ -5,15 +5,16 @@ Channel | UnityFx.Outline |
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Github | [![GitHub release](https://img.shields.io/github/release/Arvtesh/UnityFx.Outline.svg?logo=github)](https://github.com/Arvtesh/UnityFx.Outline/releases)
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Npm | [![Npm release](https://img.shields.io/npm/v/com.unityfx.outline.svg)](https://www.npmjs.com/package/com.unityfx.outline) ![npm](https://img.shields.io/npm/dt/com.unityfx.outline)
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**Requires Unity 2017 or higher.**
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**Requires Unity 2017 or higher.**<br/>
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**Compatible with [Unity Post-processing Stack v2](https://github.com/Unity-Technologies/PostProcessing/tree/v2).**
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## Synopsis
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![Outline demo](Docs/OutlineSamples.png "Outline demo")
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![Outline demo](Docs/MotusOutline.png "Outline demo")
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*UnityFx.Outline* implements configurable per-object and per-camera outlines. Both solid and blurred outline modes are supported (Gauss blur). The outlines can be easily customized either through scripts or with Unity editor (both in edit-time or runtime).
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Implementation is based on Unity [command buffers](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.html), does not require putting objects into layers and has no dependencies.
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Implementation is based on Unity [command buffers](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.html), compatible with [Unity Post-processing Stack v2](https://github.com/Unity-Technologies/PostProcessing/tree/v2), extendable and has no external dependencies.
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Supported outline parameters are:
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- Color;
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myCamera.AddCommandBuffer(OutlineRenderer.RenderEvent, commandBuffer);
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```
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### Integration with Unity post processing.
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### Integration with Unity post-processing.
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The outline effect can easily be added to [Post Processing stack v2](https://github.com/Unity-Technologies/PostProcessing/tree/v2). A minimal integration example is shown below:
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The outline effect can easily be added to [Post-processing Stack v2](https://github.com/Unity-Technologies/PostProcessing/tree/v2). A minimal integration example is shown below:
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```csharp
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using System;
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using UnityEngine;

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