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Ciro Continisio
Technical Evangelist - Educator
Brighton, United Kingdom
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Ciro Continisio
updated the project
Dec 17, 2018 8:11 AM
+1
Unity Playground
The Unity Playground is a personal project I've been developing as a resource for my activity of Evangelist, and also to complement the volunteer work with children in tech such as CoderDojo. Initially thought for kids (it was...
Showcase
Egil Paulsen
12 days ago
That is really cool! I'd love to try that on some school courses.
Nicolas Duboc
a year ago
Hi Ciro, I would have loved to discover scripting through this when I began using Unity ! Great project.
Deleted
a year ago
мне реально насрать на все что вы делаете и я не навижу рекламу
Deleted
a year ago
мне глубоко насрать на твой проект не нужно мне пихать в ленту посматреть мне дествительно повигу что ты делаешь https://www.youtube.com/watch?v=ZZvJY7_gyfw
Ciro Continisio
updated the article
Oct 9, 2018 3:09 PM
Recreating a Zelda-inspired toon shading in ShaderGraph
Tips on how to recreate the iconic look in Unity's node-based shader editor
Recreating a Zelda-inspired toon shading in ShaderGraph
Article
Awesome!
Anas Einea
18 days ago
Anas EineaNice shader!, I was wondering
that the shadow from other objects will be ignored?
Anas Einea
18 days ago
Nice shader!, I was wondering
F
Frank
a month ago
Hello @Ciro Continisio, First of all, great post! it looks fantastic :) I'm fairly new to shaders, but in my efforts in trying to recreate it, I have it pretty much working in the shader graph window (by which I mean, It looks like the example image you posted) But when I try to use it on my character in a scene, I get a purple error texture and the inspector gives me the following error message: "undeclared identifier 'GetVertexPositionInputs' d3d11 116" Any idea what that could be? I'm on unity 2018.2.16f1 btw
Ciro Continisio
updated the article
Oct 8, 2018 11:17 AM
Getting light information with a custom node in ShaderGraph
Custom Nodes are a formidable addition to ShaderGraph to extend its functionality
Getting light information with a custom node in ShaderGraph
Article
Ciro Continisio
2 months ago
@D and @GrentShiZeChang regarding errors and more: this node was made with a specific version of the LW Pipeline. For newer version, I suggest you take a look at this implementation instead: https://github.com/PauloPatez/ShaderGraph_LightNodes Keep in mind that this is all just exercises of style, since the API is still in flux (= it might change), because ShaderGraph and the pipelines are still in Preview.
D
D
2 months ago
@Ciro Continisio Is this node still working? I tried to replicate your shader but nothing looks reight… I can´t quite figure out why.
G
GrentShiZeChang
2 months ago
@Ciro Continisio“ return functionBody” How is the return value set
G
GrentShiZeChang
2 months ago
@Ciro Continisio Hello, I still can't implement this node after reading this article. Is there any complete code or source download address
Ciro Continisio
updated the project
Oct 7, 2018 8:47 AM
Toon shader in the style of Zelda: Breath of the Wild
This is a shader which tries to replicate the look of The Legend of Zelda: Breath of the Wild. It is made entirely with Unity's ShaderGraph, and it uses one custom node to capture lighting. Specifically it implements: I also wrote...
Showcase
Ciro Continisio
2 months ago
JerryIs it possible to achieve a softer look with toon/cel shaders?
Sure, although the hard look is what typically defines cel-shading. But you can find a compromise, and have a shading that is just two tones, but the transition between them is soft instead of hard. Usually, to achieve it you can calculate the lighting and then based on the 0-1 result you get, sample from a gradient. This way through the gradient you have full artistic control over how hard or soft the lighting needs to be. I suggest to take a look at Andy's ShaderGraph library, there's a toon shader that does just that: https://github.com/UnityTechnologies/ShaderGraph_ExampleLibrary
Jerry
2 months ago
Is it possible to achieve a softer look with toon/cel shaders?
Ciro Continisio
published the article
Oct 6, 2018 1:32 PM
Recreating a Zelda-inspired toon shading in ShaderGraph
Tips on how to recreate the iconic look in Unity's node-based shader editor
Recreating a Zelda-inspired toon shading in ShaderGraph
Article
Awesome!
Anas Einea
18 days ago
Anas EineaNice shader!, I was wondering
that the shadow from other objects will be ignored?
Anas Einea
18 days ago
Nice shader!, I was wondering
F
Frank
a month ago
Hello @Ciro Continisio, First of all, great post! it looks fantastic :) I'm fairly new to shaders, but in my efforts in trying to recreate it, I have it pretty much working in the shader graph window (by which I mean, It looks like the example image you posted) But when I try to use it on my character in a scene, I get a purple error texture and the inspector gives me the following error message: "undeclared identifier 'GetVertexPositionInputs' d3d11 116" Any idea what that could be? I'm on unity 2018.2.16f1 btw
Ciro Continisio
published the article
Oct 6, 2018 12:44 PM
Getting light information with a custom node in ShaderGraph
Custom Nodes are a formidable addition to ShaderGraph to extend its functionality
Getting light information with a custom node in ShaderGraph
Article
Ciro Continisio
2 months ago
@D and @GrentShiZeChang regarding errors and more: this node was made with a specific version of the LW Pipeline. For newer version, I suggest you take a look at this implementation instead: https://github.com/PauloPatez/ShaderGraph_LightNodes Keep in mind that this is all just exercises of style, since the API is still in flux (= it might change), because ShaderGraph and the pipelines are still in Preview.
D
D
2 months ago
@Ciro Continisio Is this node still working? I tried to replicate your shader but nothing looks reight… I can´t quite figure out why.
G
GrentShiZeChang
2 months ago
@Ciro Continisio“ return functionBody” How is the return value set
G
GrentShiZeChang
2 months ago
@Ciro Continisio Hello, I still can't implement this node after reading this article. Is there any complete code or source download address
About Me
I joined Unity as Technical Evangelist for the EMEA region after years of developing games at my own...
Unity Evangelists
Technical Evangelist
Istituto Europeo di Design
Digital and Virtual Design
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201604327C585
Jun 2016
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