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What you're finding here is that drawing the line based on your height above/below the boundary gives inconsistent results: in places where the height changes quickly (steep slopes), the outline ends up being very narrow, or even disappearing at some zooms/camera angles. But in places where the height changes gradually, the outline gets thicker, because the ...


I think the conversion to HSL and back is wasteful if you have no intention of modifying H or S, only the L. ;) So instead I've used a simpler trick below to keep the chromaticity while flipping dark to light and vice versa. I've used a simple & cheap parallax offset that's built into Unity to make use of the heightmap. You can also implement parallax ...


Eventually, I've resolved my problem using Texture Arrays(using UV.z coordinate as material_ID). My shader:

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