A Toon Shader in Unity Universal Render Pipeline.
MIT License
Simple toon shader in unity universal pipeline.
Genshin Impact Style(Model and Texture from miHoYo)
Adjustable two-layer shadow.(Reference UTS)
Shadows based on rampmap.
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
Control SSAO strength.
Cast a shadow mask in screen space for face shadow.(Check it on front hair material or something)
Sample "CastHairShadowMask" for shadow.(Check it on face material)
1:RimBlendShadow=0 2:RimBlendShadow=1 3:RimBlendShadow=1 RimFlip=1
Flip RimBlendShadow
In the default URP, if render multiple pass shaders(outline), the Rendering order like this: Object1.Pass1- Objcet1.Pass2- Object2.Pass1- Object2.Pass2...... It will stop SPRBatch. We can change the Rendering order like this by using RenderFeature: Object1.Pass1- Objcet2.Pass1- Object1.Pass2- Object2.Pass2......
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
MIT
"Assets/UnityChan/License"
© Unity Technologies Japan/UCL