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I really doubt I'll ever get to this, just fair warning. I could probably spend a few days on this issue by itself, and still not get it working. Basically, the nature of the z-buffer makes this incredibly difficult to do unless you are a sufficient distance from the apparent size of the unit itself. For small units, this is about 20x their general radius. For large units... you wouldn't able to see the unit at that range. I think at like 3x their general radius it would work, maybe, but that would also be a source of constant complaints.
The core problem is that the overlay detects it's behind the unit itself, so it winds up having glowy parts all over itself when you just look at it at all from close enough. There are ways around this, but they are time-consuming and often would require hand-tuning per model, and/or possibly would require me to rewrite the shader to allow for even more instanced variables to be passed in. It's a gargantuan amount of work.
To get the small guys working took me about 18 solid hours, for reference. The first 3-4 were basic implementation, and the remainder was fixing all the squirrely bits and making it look right in all the cases. The big guys would just be so much worse. |