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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
9 months ago
Reply@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
Graphic Design/Web//Writer/Producer
9 months 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
2 months ago
@everyone since the way to write a custom node has changed now that Shader Graph is out of preview, I've written an updated article: https://connect.unity.com/p/adding-your-own-hlsl-code-to-shader-graph-the-custom-function-node
Ciro Continisio
Technical Evangelist
9 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
9 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
9 months ago
@Ciro Continisio“ return functionBody” How is the return value set
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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
CF
13 days ago
Undeclared identifier unity_FogColor what is??
CF
13 days ago
I make the same and Don't works, where I found Dabs2 texture??
Ciro Continisio
Technical Evangelist
18 days ago
Reply@Roman Zhu@Ciro Continisio Hey, do you know how to get rid of some shadows on the face? https://i.imgur.com/kBu94JP.png As you can see there is no shadows from the hair AND there is no selfshadowing from eyebrows. Do you think they smooth out normal map in that region?
You could use a normal map, but that means that in some situations it would still be shadowed. Or, you could use a black and white texture sort of as a mask, so saying that that area is NEVER shadowed. Of course this also has its disadvantages, as your character could never be in situations with low light or no light, as the eyes would be lit anyway. But in the case of this second solution, you can probably come up with a clever way to do it… (meaning that the map doesn't turn the effect on/off, but rather it "delays" it. But eventually also the eyes would be shadowed)
DC
a month ago
this looks amazing and I am really excited to have a go at it! I have been looking for something like this for a while, thanks for sharing!
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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
MlleBun
Lead Motion Kit Animation
4 days 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
18 days ago
Reply@Dwight Potvin@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
18 days ago
Reply@Vincent Christiaens@Ciro Continisio Is there any way to having cast shadows using this shader?
It casts shadows already.
Ciro Continisio
Technical Evangelist
18 days ago
Reply@Christoph KaplanDo you think something like this is possible ? https://gpuhacks.wordpress.com/2012/01/30/brush-strokes/
Not just with a surface shader… you can do brush strokes on the surface, but not outside of it. You would need a shader for a screen-space post effect!
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Ciro Continisio
updated the project
Mar 1, 2019
6
Unity Playground
gab
Forever Noob but Passioned Game Developer
6 months ago
Definitely a great work. Interesting to use in education.
Egil Paulsen
Designer and developer
8 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
6 months ago
Definitely a great work. Interesting to use in education.
Egil Paulsen
Designer and developer
8 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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