Low poly artifacts in specular highlight for toon shader
Hey guys! I'm trying to do multi-variant shader with multiple ways of doing a toon shader. I'm going now for a BOTW kind of toon shader and I followed this tutorial, however it only supports directional lights and I would like it to support all kinds of lights. Important to note that the tutorial uses vertex and fragment shaders and I'm using surface shader with a custom lighting function.
As such I started working with the Unity's surface shader with a custom lighting function, but when I tried to add the specular part of the light it seems to snap to geometry of the surface, it kind of gets clipped by the triangles of the mesh I think and I'm not quite sure why. In the gif, you can see what I mean.
My lighting function:
fixed4 LightingToon(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten) {
//First calculate the dot product of the lightDir and the surface normal
half NdotL = saturate(dot(s.Normal, lightDir));
float3 halfVector = normalize(lightDir + viewDir);
half NdotH = saturate(dot(s.Normal, halfVector));
float lightIntensity;
#if _TOONMODE_RAMP
//Remap NdotL to the value on the ramp map
half uvNdotL = NdotL * 0.5 + 0.5;
lightIntensity = tex2D(_RampTex, fixed2(uvNdotL, 0.5));
#endif
#if _TOONMODE_SHADINGLVL
//Snap the color
lightIntensity = floor(NdotL * _CelShadingLevels) / (_CelShadingLevels - 0.5);
#endif
#if _TOONMODE_TWOTONE
lightIntensity = smoothstep(0, 0.01, NdotL);
#endif
half4 color;
float specularIntensity = pow(NdotH, _Glossiness);
float specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity);
float4 specular = specularIntensitySmooth * _SpecularColor;
color.rgb = (s.Albedo * lightIntensity * _LightColor0.rgb + specular) * atten;
color.a = s.Alpha;
return color;
}
my surface function:
void surf (Input IN, inout SurfaceOutput o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
and my pragma declarations:
#pragma surface surf Toon fullforwardshadows
#pragma shader_feature _TOONMODE_RAMP _TOONMODE_SHADINGLVL _TOONMODE_TWOTONE
The desired effect is on the right and the and current effect is on the left. Am I missing something in the way the lighting function is converted to vertex / fragment shaders? What is happening that makes the specular highlight low poly in on my sphere but not on the one of the tutorial?
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