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)
- RimBlendShadow
1:RimBlendShadow=0 2:RimBlendShadow=1 3:RimBlendShadow=1 RimFlip=1
- RimFlip
Flip RimBlendShadow
- UseSmoothNormal : (if use this feature, you need to check "Read/Write Enbale" in the Import Setting of the model, and then rename the model to "XXX_ol":https://github.com/Jason-Ma-233/JasonMaToonRenderPipeline#%E5%B9%B3%E6%BB%91%E6%B3%95%E7%BA%BF%E5%AF%BC%E5%85%A5%E5%B7%A5%E5%85%B7ModelOutlineImporter)
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