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Ciro Continisio
Lead Evangelist - Educator
Copenhagen, Denmark
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Ciro Continisio
updated the project
Jun 15, 2019
Toon shader in the style of Zelda: Breath of the Wild
A
2 days ago
looks really cool congrats
Ciro Continisio
Lead Evangelist
2 years 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
2 years 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
BF
2 months ago
This wouldn`t work with multiple lights right? Since I'm only getting main light attributes. What would I need to do to make it work with multiple lights?
Ciro Continisio
Lead Evangelist
a year 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 year ago
Does this work with the new 2D lights?
Matthew Murchison
Technical & 3D Artist @ Alientrap Games
a year 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/
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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
2 months ago
Nice work, it's inspiring to read this !
RC
3 months ago
Thank you for such a nice and cool article!!! You teach me a lot
JM
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
I'll work through and try and re-build based on this project so I can learn as I go and experiment, thank you for sharing
DC
8 months ago
I am sooo excited to sit down and have a go at this when the time permits. My primary skillset leans towards programming, but I consider myself somewhat of a jack of all trades; it is important to be well-rounded if you're an indie game developer.
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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
LS
@Ciro Continisio hello i am nivo in the graphic part of unity, i tried your shader but the custom function is giving error (it doesn't show my texture just leaves the model white), i already checked and there is no other error (i already tried to reimport lwpr other than that I didn't quite understand how to do the other solutions)
New*
LS
@Ciro Continisio hello i am nivo in the graphic part of unity, i tried your shader but the custom function is giving error (it doesn't show my texture just leaves the model white), i already checked and there is no other error (i already tried to reimport lwpr other than that I didn't quite understand how to do the other solutions)
DP
Dwight Potvin
Programmer / Indie Company Owner
6 months ago
Too be more specific on my last post, the issue is with the ambient node.
DP
Dwight Potvin
Programmer / Indie Company Owner
6 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.
I apologise, I actually found the issue. The issue lies within Shader Graph itself. The scene light settings are based on the lighting of the scene that was open when the shader file was saved, and NOT the lighting of the active scene that the shader is currently in. When I made the shader I did so in a scene that had no light source, which is why everything was black until I physically opened the shader myself. I filed a bug report a while ago regarding this issue, but nothing was done about it.
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Ciro Continisio
updated the project
Mar 1, 2019
6
Unity Playground
gab
Forever Noob but Passioned Game Developer
a year ago
Definitely a great work. Interesting to use in education.
Egil Paulsen
Designer and developer
2 years 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.
3 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
a year ago
Definitely a great work. Interesting to use in education.
Egil Paulsen
Designer and developer
2 years 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.
3 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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Jun 2016
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