Making a Toon Shader with Unity! (Shader Graph tutorial)

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In this video, we're using Shader Graph in Unity to make a toon shader with toon ramp, and specular effect.

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I didn't understand anything about the light calculation. I think it would be more helpful to do a bottom-up video instead of the top-down approach. Start simple and build up complexity. Might even have to do some additional visualization to help us understand the math going on.

andreaskuni
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I dont understand anything but it looks good :D!

Fetteremo
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minionsArt is a gift to this community

shibuyajin_music
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this shader build is legit! I tried it on a couple meshes now and it's glorious. Reminds me of Islanders

finigin
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@Unity Why is it that accessing lighting information is buried 3 sub-graphs deep in a custom script that has to be imported?
Every shader tool, both in an outside of unity has had this feature out of the box. Making a simple toon shader is the first thing that someone who is learning shaders tries to do, yet you can't do it without custom tools.

brummii
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Wow wasn't expecting a collab between Unity and MinionsArt. Congrats and great tutorial!

pedro-paint
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ok so after a long hard look into this lighting set up. I found a workaround for this shader to cast shadows you need to create it in a pbr graph and run the output of the shader to the emission play around with the setting to your liking. and you can use the directional light setting to make the shadows darker upping the realtime shadows strength to 1.

NathanPrince
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Can't thank you enough for sharing this! I tried to understand it as much as possible before adjusting it to personal liking.
It's also easy to create an outline effect by playing with the Specular (Offset) values.

enalya_art
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Dude! I modified the code to incorporate alpha channels for transparency and smoothness. I basically intercepted the toon smoothness through a multiply from the texture call's alpha for the smoothness, and the alpha call on the very end of the chain paired through a multiply connected to a new slider I just called Alpha with a float instead of inherited. Such fun!

finigin
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Would you please add the complete project? It makes no sense to show custom hlsl functions in the video and then link a project that uses a C# script to get the Main Light Direction, as it does not make any sense to show multiple ligths support and then have a shader with a single light... At least provide the tools to rebuild the example from scratch, the custom lighting file, the video as it is now is of little use since there are already better tutorials with documentation from Ciro Continisio and Alex Lindman.
Thank you

zankaster
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goes to try and follow tutorial... step one... "calculate lighting node" doesn't even exist for me... nice.. epic...

Hunty.
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I understand this because I've been doing this stuff for a while, and I have to say this is a very bad tutorial. It doesn't really explain anything very well, apart from giving a quick overview of what's in the project. You don't even have a picture for what the smoothstep does, but try to explain it verbally? Come on guys, call this an overview. Make some actual tutorials like UE4 has done with their material graph, that should help people a lot more than this stuff.

Appeltjessap
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A large and legible jpeg of the nodes would be very helpful. It is difficult to replicate without being able to really read the text.

michaeljpatrick
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Oh, thanks for listening out to some of our suggestions! And great video, cheers 🌟

kishantakoordyal
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The link for the project actually contains different Toon Shader Graph that doesn't have whole CalculateLighting SubGraph but is just using simple NdotL diffuse component. That was a bit confusing for me so I recreated the whole ShaderGraph from scratch according to the one in video so it was a good learning material in the end. It just wasn't your traditional step-by-step tutorial :)

PavelFadrhonc
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Shadows don't work using shadergraph for custom lighting. Even with custom hlsl because GetMainLight() and GetShadowCoord() require "LightMode" = "UniversalForward"
Also this "tutorial" is only understandable for people who already know their shader maths. and for those people you should better create some documentation on the new shader macros in URP and HDRP

jacasch
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Am I missing something here, the project download link gives a version with just a basic shader, none of the custom nodes seem to be included...

MrDeathNote
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Flow map shaders tutorials would be interesting, or other advanced shader technics as the basics are now mastered with those great videos

ThomLaurent
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We need an outline shader graph tutorial pleeeaseee!

soulage
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Outline shader would also be cool, or maybe show how to do it with a post processing effect in hdrp? :o

exenerate
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