View-port capture from Unity showing how the previous concepts might work in 3d.
15 thoughts on “Quick shader test…”
Hi Nick,
What software did you use for modeling and for materials?
Thank you in advance.
Kind regards,
Deni
Hi there Deni, I use Softimage for modelling/animation etc. The above example is using the Lighted Toon Shader in Unity though recently I’ve started using these shaders instead: https://www.assetstore.unity3d.com/#/content/8105
Hi there Nick! I am trying to develop a game with a similar art style and I would greatly appreciate it if you could explain how to achieve this type of shading in Unity 5. Would it work with models from Blender? Please reply ASAP.
I don’t write any shader code myself I’m afraid, all a bit beyond me, which is why I use Shader Forge. As far as I can tell, the code linked above is doing the same thing as the shader tree I linked earlier; basically a ramp projected over the geometry via light direction.
I am also interested in how you made your low-poly model look smooth. When I make a low poly model, you can see the polygons. How did you make the edges disappear?
Polygon edges don’t usually show up unless they’re set to hard in your 3d package? If they’re unusually apparent in Unity check your FBX export/import settings, there are options there for smoothing normals etc.
Hi Nick,
What software did you use for modeling and for materials?
Thank you in advance.
Kind regards,
Deni
Hi there Deni, I use Softimage for modelling/animation etc. The above example is using the Lighted Toon Shader in Unity though recently I’ve started using these shaders instead: https://www.assetstore.unity3d.com/#/content/8105
Hi there Nick! I am trying to develop a game with a similar art style and I would greatly appreciate it if you could explain how to achieve this type of shading in Unity 5. Would it work with models from Blender? Please reply ASAP.
Thank you! 🙂
Hi Zach, I’m currently using a simple ramp shader made using Shader Forge in Unity. You can see the shader-tree about half way down the page here: http://www.holyfingers.co.uk/main/blog/2014/07/25/development-diary-7-more-progress/
There’s a similar example in the Unity docs here: https://docs.unity3d.com/Manual/SL-SurfaceShaderLightingExamples.html
It should work fine on any models, though it tends to look better on simpler geometry.
Thank you so much! Love your art style!
If it isn’t too much trouble, could you send me the actual shader code? Thanks in advance! 🙂
Hi Zach, there’s ramp shader code here: http://answers.unity3d.com/questions/584546/cel-shading-using-a-rampreference-texture.html
Thank you much!
This is the same code as is in your shader?
I don’t write any shader code myself I’m afraid, all a bit beyond me, which is why I use Shader Forge. As far as I can tell, the code linked above is doing the same thing as the shader tree I linked earlier; basically a ramp projected over the geometry via light direction.
There’s another one, with code examples, discussed here: https://www.gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php
OK, thank you!
I am also interested in how you made your low-poly model look smooth. When I make a low poly model, you can see the polygons. How did you make the edges disappear?
Polygon edges don’t usually show up unless they’re set to hard in your 3d package? If they’re unusually apparent in Unity check your FBX export/import settings, there are options there for smoothing normals etc.
OK, thank you for your time!
You’re welcome Zach!