Hello Everyone, So I've been playing around with the unity edge detection image effect script but cant get it to provide the look i want. First I can only get the sobel depth and sobel depth thin to work, the other options show no edge detection at all, no matter what i change the values to. The Sobel Depth look ok, but pretty much misses any edge that doesn't have a huge distance difference (which is like 75% of the angles). I would like to highlight EVERY edge of a given object, and I'm looking to do this in the shader. Ive done some googling and some forum searching, but i always end up getting pointed in the direction of the edge detection script that i don't want to use. Does anyone have any ideas how to go about achieving this within the shader itself? Perhaps some links for reference? Im pretty sure i get the basic idea, im just new to shaders so im not sure how to go about it. I think i need to in my first pass create a secondary texture that i store the normal of the texel in. In a second pass i need to read this texture and somehow determine the texels around it and check for variations in the normal values. Variations outside a certain range mean its an edge, and i should change the pixel color to my edge color. Ill be honest though, i don't get shaders enough to understand passes, or how to get values from a texture outside the current on screen texel im processing in the fragment function. Well, hopefully someone can shoot me off in the right direction, thanks a head of time.