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Ciro Continisio
Technical Evangelist - Educator
Brighton, United Kingdom
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Ciro Continisio
updated the project
Jun 15, 2019
Toon shader in the style of Zelda: Breath of the Wild
Ciro Continisio
Technical Evangelist
a year ago
Reply@Jerry
Is 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
Graphic Design/Web//Writer/Producer
a year ago
Is it possible to achieve a softer look with toon/cel shaders?
Ciro Continisio
updated the article
Jun 15, 2019
Getting light information with a custom node in ShaderGraph
Getting light information with a custom node in ShaderGraph
Custom Nodes are a formidable addition to ShaderGraph to extend its functionality
Ciro Continisio
Technical Evangelist
a month ago
Reply@尤思涵
Does this work with the new 2D lights?
No, this is to get information from an actual 3D light component.
a month ago
Does this work with the new 2D lights?
Matthew Murchison
Technical & 3D Artist @ Alientrap Games
a month ago
Just built the shader in HDRP! I just substituted the custom LRP node out for these: Vector3 node for the light direction; Vector1 node for the light attenuation (set to 1); Color node for the light color (set to white).
Actually, this blog from unity might help. I haven't tried it myself, but it looks useful: https://blogs.unity3d.com/2019/07/31/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019/
Matthew Murchison
Technical & 3D Artist @ Alientrap Games
a month ago
Just built the shader in HDRP! I just substituted the custom LRP node out for these: Vector3 node for the light direction; Vector1 node for the light attenuation (set to 1); Color node for the light color (set to white).
Ah, sorry! Yeah we went with a pretty simple solution. We just replaced it with a Vector 3 Node, and set it by hand/through script. If you'd like to connect I can send you a screenshot in a direct message (can't post images on comments), hope that helped!
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Ciro Continisio
updated the article
Jun 15, 2019
Recreating a Zelda-inspired toon shading in Shader Graph
Recreating a Zelda-inspired toon shading in Shader Graph
Tips on how to recreate the iconic look in Unity's node-based shader editor
DY
20 days ago
I also just realized that there was a setting in the PBR Master node to change the workflow from Metallic to Specular.
Sorry for not responding sooner. I just recently saw your comment. No, I haven't been able to fix the issues.
Ciro Continisio
Technical Evangelist
a month ago
Also, for everyone: I've updated the graph to 2019.3 and Universal Rendering Pipeline 7.1.1. As such, I'm releasing it here: https://github.com/ciro-unity/BotW-ToonShader/tree/master
Ciro Continisio
Technical Evangelist
a month ago
I also just realized that there was a setting in the PBR Master node to change the workflow from Metallic to Specular.
Didn't get if in the end you managed to fix the issues?
DY
a month ago
I also just realized that there was a setting in the PBR Master node to change the workflow from Metallic to Specular.
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Ciro Continisio
published the article
Jun 15, 2019
Adding your own HLSL code to Shader Graph: the Custom Function node
Adding your own HLSL code to Shader Graph: the Custom Function node
Using Shader Graph 6.6's new functionality to expand the node library
Ciro Continisio
Technical Evangelist
a month ago
Reply@MlleBun
Hello @Ciro Continisio, thanks for porting this shader to the new ShaderGraph! One question, how to support additional lights (point and spotlights) ?
My colleague Alex Lindman wrote a great blog post on the subject! https://blogs.unity3d.com/2019/07/31/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019/ Comes with assets and code.
MlleBun
Lead Motion Kit Animation
2 months ago
Hello @Ciro Continisio, thanks for porting this shader to the new ShaderGraph! One question, how to support additional lights (point and spotlights) ?
Ciro Continisio
Technical Evangelist
3 months ago
@Ciro Continisio Is there anything special needed to get the file to correctly be added into a build? I have to open the shader in Unity unless everything is black, but no matter what I have tried everything is black when doing a build. It is as if the file is not being included.
Not that I know… try Reimporting the LWRP and Shader Graph package and see if it helps?
Ciro Continisio
Technical Evangelist
3 months ago
@Ciro Continisio Is there any way to having cast shadows using this shader?
It casts shadows already.
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Ciro Continisio
updated the project
Mar 1, 2019
6
Unity Playground
gab
Forever Noob but Passioned Game Developer
8 months ago
Definitely a great work. Interesting to use in education.
Egil Paulsen
Designer and developer
9 months ago
That is really cool! I'd love to try that on some school courses.
Nicolas Duboc
2D/3D Artist - Art Director
2 years ago
Hi Ciro, I would have loved to discover scripting through this when I began using Unity ! Great project.
2 years ago
мне реально насрать на все что вы делаете и я не навижу рекламу
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Ciro Continisio
updated the project
Dec 17, 2018
6
Unity Playground
gab
Forever Noob but Passioned Game Developer
8 months ago
Definitely a great work. Interesting to use in education.
Egil Paulsen
Designer and developer
9 months ago
That is really cool! I'd love to try that on some school courses.
Nicolas Duboc
2D/3D Artist - Art Director
2 years ago
Hi Ciro, I would have loved to discover scripting through this when I began using Unity ! Great project.
2 years ago
мне реально насрать на все что вы делаете и я не навижу рекламу
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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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