   Attempt the first post-processing
  Hi all,after readed somethings, i noticed that for achieve the toon inking (paint the edge of model in black) i can't use multipass shader but i need post processing with something like Sobel filter.But differently from sample in SDK, i want apply this effect only to level object (environment objects like  doors, house and so).So i ask you if what i understood is right or wrong. I think my workflow will be:1)Render to Texture only these objects. (white background)1)Process this texture with pixel shader for sobel filtering, clip(-1.0f) all non-edges pixel.Ok now i have a texture with same height and width as viewport and black edges on all objects. The thing i can't understand is the next step :) How can i combine this texture with my backbuffer before present call ?Anyway this is just what i figured out with deductive reasoning , but i can be totally wrong and someone can explain me at least the workflow steps.Thx for your time.   
  You draw a screen-aligned, screen-sized quad with the texture, you've just rendered to. Maybe with some-kind of blending.   ;  Like szecs said, you could just blend the edge texture with the backbuffer (with a multiply mode)Or if you need something more flexible, you could also render your scene into a texture, not directly into the backbuffer.  Then create a new shader, sample the scene and edges texture, combine the scene color with the edges color and render the result into the backbuffer.   ;  Thx,  i will reply here when i will have some result :);  Here the result :D I used sober filter with 3x3 kernel. I need to tweak a lot for achieve a decent effect and maybe i need to switch to deep/normal edge detection but for my first post processing attempt the results i think are quite good (especially consider understanding the work flow and writing a post process manager and render to texture manager).Anyway thx for hints szecs and c3Dp:)   