Pharan wroteThis is definitely a different solution to a toon shader, since vertex geometry isn't geometry in 2D skeletal animation.
Not sure what you're talking about, but I assume that you mean that the 2d geometry doesn't include surface normals.
Pharan wrotearound a pre-rendered alpha composite, then draw it under or over the regular render, depending on what you need
You're on to something there...
Shiu wroteSecondly, you will then need a shader to draw an outline around the FBO texture.
That sounds super slow.... maybe if you drew to a mega texture all outlined assets and used it as source... the shader would need to do multisampling to detect edges...hmm...
Here's an approach that I remembered after reading Pharan's post: Render Twice, once with all lighting turned off (or materials set to Black) and again with normal lighting. This is a trick I do with text rendering to get contrast against backgrounds. Usually, I will render down and to the left (in black) and then again in the target color.
Instead of down/left, you can render centered with the asset scaled slightly larger and then again normally. You can play with turning the texture off when you set the material black, but I suspect that it might be faster to leave the texture on the material.
Unity is pretty smart when it comes to rendering, and it should aggregate render commands that use the same materials and textures. If all of your assets are atlased into the same texture, then rendering the outline followed by normal should all happen in the same draw call. You might have to play with things to get the rendering speed up.