URP_Toon

A Toon Shader in Unity Universal Render Pipeline.

MIT License

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URP Toon Shader

Introduction

Simple toon shader in unity universal pipeline.

Genshin Impact Style(Model and Texture from miHoYo)

Properties

SurfaceOptions

Base

Shadow

ShadowType

DoubleShade

Adjustable two-layer shadow.(Reference UTS)

RampMapShadow

Shadows based on rampmap.

SDF_FaceShadow (Reference Genshin Impact)

Used for face shadow, sample a precomputed shadow mask to generate shadows. Limit:symmetrical face uv.

Need to add a script to the object, set the forward and left direction(ObjectSpace).

About how to generate sdf shadow mask. Node:Generate mask in r16 format(antialiasing).

https://zhuanlan.zhihu.com/p/389668800

SSAO (Add "ScreenSpaceAmbientOcclusion" RenderFeature)

Control SSAO strength.

CastHairShadowMask (Add "RenderFrontHairShadowMaskFeature" RenderFeature)

Cast a shadow mask in screen space for face shadow.(Check it on front hair material or something)

ReceiveHairShadowMask

Sample "CastHairShadowMask" for shadow.(Check it on face material)

Specular

Rim

  • RimBlendShadow

1:RimBlendShadow=0 2:RimBlendShadow=1 3:RimBlendShadow=1 RimFlip=1

  • RimFlip

Flip RimBlendShadow

Outline

AdvancedOptions

Multi Pass Batch

In the default URP, if render multiple pass shaders(outline), the Rendering order like this: Object1.Pass1- Objcet1.Pass2- Object2.Pass1- Object2.Pass2...... image-BeforeBatch It will stop SPRBatch. image-NotSupportBatch We can change the Rendering order like this by using RenderFeature: Object1.Pass1- Objcet2.Pass1- Object1.Pass2- Object2.Pass2...... image-AfterBatch

Reference

https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project https://github.com/Jason-Ma-233/JasonMaToonRenderPipeline https://github.com/you-ri/LiliumToonGraph https://github.com/Kink3d/kShading https://unity.cn/projects/china-unity-tech-week_linruofeng

Licenses

MIT

"Assets/UnityChan/License"

© Unity Technologies Japan/UCL

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