Unity Shader Graph Basics (Part 7 - Custom Lighting)

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Although the Unlit shader type doesn't automatically add lighting to objects, we can implement our own lighting however we want. In this tutorial, learn how to add a Fresnel highlight to the edges of objects and create a basic cel-shaded effect which implements and augments diffuse lighting.

I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions.
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You have been explaining topics very well! Well done Daniel 👏

GabrielAguiarProd
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I didn't know there was a built in Fresnel node. I've rebuilt that functionality and made my own sub-graph. That's awesome to know!

seanloughran
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An interesting thing to do if you want to control the shadow color of the object for a more specific use. Instead of using a float property for the light strenght, you can use a color property instead.

SantanaOnYoutube
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I didn't know about the main light direction node. That's better than making a custom HLSL script just for this calculations!!

You know if there is something similar to additional lights already implemented?

SantanaOnYoutube
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Thanks a lot for the tutorial! I did the same things, but my sphere doesnt glow outside of it. Are you using a bloom effect? Or are you using HDRP?

_knightgames
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