snutihq / toon-shader Goto Github PK
View Code? Open in Web Editor NEWA character focused Toon Shader for Unity using Shader Graph.
Home Page: https://www.youtube.com/watch?v=g8eBXCgWwrk
License: MIT License
A character focused Toon Shader for Unity using Shader Graph.
Home Page: https://www.youtube.com/watch?v=g8eBXCgWwrk
License: MIT License
Unity 2020.1.3.f1
URP.
After downloading the as a zip from github and importing into my project I get the following error.
Error in Graph at Assets/Toon-Shader-master/Awesome Toon/AwesomeToon.shadergraph at node AwesomeToon Sub: Could not find Sub Graph asset with GUID af8ea54a097adc649ac95deb23fbf291.
UnityEditor.Experimental.AssetImporters.ScriptedImporter:GenerateAssetData(AssetImportContext)
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
First off, very cool. I am still playing with it, but it's looking gorgeous.
I'm not entirely certain about the Ambient node. I was stuck for a while trying to work out why everything was tinted blue (I added an invert color node to test what on earth was happening).
You can see that the result in the Add node does not match the final result. Which is very odd in of itself.
I found that if I removed the Ambient light node, everything worked as expected. So I had a bit of a hunt, and found that even though my Environmental Lighting (EL) was set to use the Skybox color, I had been playing with an ambient color a little while back. If I changed the EL to black, it resolved the problem also.
So even though I wasn't using the Ambient color in EL, this node still applied it. Why it didn't apply it to the result of the Add node, I do not know. But maybe an option to scale it in here is a solution (a multiply node to reduce the effect of the ambient light?)
It's odd that it is applied even though the Ambient light is not being used in the scene, and perhaps there is a way to prevent it from happening, but there are some pretty cool effects you can create by allowing scaling of the ambient lighting (perhaps not intuitive, but fun!)
First off, I'm not very experienced with Unity, so if there's might be an easy solution I'm missing.
I'd like to add support for a Gloss map, or what Unity calls a Metallic/Specular map. I want this so I can define parts of my model as glossy/shiny and parts duller. Think, an knight wearing shiny armour and dull cloth pants.
I'll give it a shot myself, and if I figure it out, I'll submit a PR. Would like some help though
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