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I would like to create a texture that first comes from the edge, offsets and then fills the area (face, or open [not closed geometry]). I believe we can use proximity vektors but not sure how to connect these together as a mix shader only mixes.

How would I go about this as I have read some material, but it's all more complex than this. enter image description here

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  • $\begingroup$ In principle you can't do it in a shader alone, because it needs more information than is given to it. Even with using geometry nodes, compositing etc. I think it's hard... $\endgroup$ Commented Sep 10 at 10:46
  • $\begingroup$ What is your goal? Are you looking to create outlines via a shader? $\endgroup$ Commented Sep 10 at 14:40
  • $\begingroup$ My goal is to be able to apply it to a shield for example, and then suddenly the shield has a boarder on the faces I applied it to. $\endgroup$
    – Pyratae
    Commented Sep 10 at 15:41
  • $\begingroup$ I think I misunderstood your sketch: I though you want the coloring based on the distance from the silhouette, which depends on the camera angle. But instead you just want to mark some edges, and get distance from that? Perhaps you could operate on the UV space, therefore flattening the problem into 2D, which is the same as this: Procedural Border Detection on a Flat Object $\endgroup$ Commented Sep 10 at 19:22

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