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How to approach Cellshading and Lightmaps?
My goal is to create a game with a cartoonish, hand drawn look. So far I use unity's edge detect normals image effect to get some simple outlines. For cellshading I use the standard Toon Basic Lighted shader.
The problem I have is the shading of my static geometry.
I'd like to have some nice light and shaddow effects so I'd prefer using baked lightmaps. But as soon as I use lightmaps on the lighted toon shader I don't have any ramped lightning anymore, cause beast lightmapping doesn't do any ramped lightning.
How would I approach this problem? Would any changes in the toonshader do it? Or can I change the way the lightmaps are baked? Or is it possible to edit the lightmaps after baking and apply some ramp filter to them?
I'm thankful vor any suggestion that can lead me to the right solution :-)
Answer by ScroodgeM · Jul 27, 2012 at 05:30 PM
the simpliest way IMHO is to edit lightmaps directly. just search for .exr files in Assets folder (usually in folder named same as baked scene). Photoshop can open these files. files contains power of shadow - so you just need to create ramp and apply it based on lightmap power. (greyscale to gradient in Photoshop: Image -> Adjustements -> Gradient Map)
shaders improvements will cost some more GPU time, so i think if solution above is OK, choose it
Thanks for the answer! I'm more programmer than artist. Any ideas on how to achieve ramped lighting in photoshop?
me too, but found it in 5 $$anonymous$$utes. see answer.
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