![]() tweak these value to make your specular light more stylized.įor OToonCustomLit, The specular light model using a simpler NdotH model. The harder the specular edge become.įor OToonLit, Set both Specular Size and Specular Falloff to 1 will make it identical to PBR BRDF specular. Specular Falloff : Distance falloff of the specular lighting, The smaller the value are. Specular Size : Size of the specular light area. Once enable, you can custom 2 parameters: The specular light on the surface can be enable through Enable Toon Shading toggle. Surface inputs are also nearly identical to standard shader, OToon Lit inherited inputs from Lit, OToon Custom Lit inherited inputs from SimpleLit, This way it let you setup albedo texture and normal map just like how you work with Standard shader. If you’re using OToon Lit, you can choose between metalic and specular workflow. The surface options are identical to standard shader. We’ll go through each section and explain the detail of it. You will see a custom material editor as following screenshot.Įach section is a foldout title that can be use to show/hide it’s detailed parameters.Ĭombine different features inside different sections to make your unique stylized shading. When you choose the OtoonLit/CustomLit shader inside the material inspector. Since OToon 1.1, OToon will store gradient keys data into texture’s meta file instead of GradientSettingsManager.asset.įor Otoon 1.1 updating guide please refer to Upgrading guide to OToon 1.1. Gradient Settings Manager(Deprecated, 1.00~1.03) To use these 3 shaders, Select your shader on top of the material inspector, URP > OToonLit or URP > OToonCustomLit (Require use outline material and extra mesh/skinned mesh renderer) ![]() Here’s the comparison table of the these shader. Give you complete control over your stylized rendering of the object through your ramp texture(gradient). It can override the lighting and shadow color completely by colors on the ramp texture. It provide another lighting model called Color Ramp Mode. While CustomLit did not have the option to mix with PBR shading. ![]() By adjust toon blending parameter you can have object look just like standard lit shader or make the shading result blending toward pure toon shading. We provide 3 shaders : OToon Lit & OToon Custom Lit and Shader Graphs/OToon Custom Lit. I strongly recommend you go throuh scenes under OToon- URP Toon Shading\Demo(Can be delete)\Scenes\1 Tutorials in order to have a good understanding of how all features can be setup. Make sure your URP version number is between those versions. OToon has been test in 3 major URP version(URP 7, URP 10, URP 12). If you haven’t installed URP yet, please check our URP installation Guide Make sure your URP is correctly setup before import the package. OToon shader is develop for Unity’s Universal Render Pipeline. So it minimize the conversion difficulty between OToon shader and standard lit/simple lit shader. OToon also retained most unity’s standard shader’s function/parameter.
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