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Question by luistorres_emvenci · Oct 25, 2021 at 11:54 AM · shadershaderlabhlslcel shadingtoon shading

Cell Shading Using 2D Renderer?

Hi! I've been messing around with ShaderLab and ShaderGraph, trying to make a 2D Cell/Toon Shader, that replicate the one in Laigter. (awesome software btw)

Where I'm at:

Currently I have a working hlsl shader, that with a few alterations using the unity template, I was able to render the effect with some wild, but good results. alt text The code below is a snippet of what I am doing in the fragment shader responsible for the normal map: alt text

Objective:

Now I was hoping to be able to do the same effect in shader graph, mostly for iteration reasons. Shortly, I am looking for this using 2D lights (and without fresnel). aka this

For what I understand the custom node in the link above (see below) doesn't work for 2D lights, I was wondering if there's is a replacement function for GetMainLight(0) or something.

 #ifndef CUSTOM_LIGHTING_INCLUDED
     #define CUSTOM_LIGHTING_INCLUDED
 
     void CalculateMainLight_float(float3 WorldPos, out float3 Direction, out float3 Color) 
     {
         #if defined(SHADERGRAPH_PREVIEW)
             Direction = float3(0.5, 0.5, 0);
             Color = 1;
         #else
             Light mainLight = GetMainLight(0);
             Direction = -mainLight.direction;
             Color = mainLight.color;
         #endif
     }
 
 #endif

I will also leave some links that were useful during my research:

  • https://godotshaders.com/shader/cel-toon-shading-for-2d-sprites/

  • https://www.youtube.com/watch?v=gY1Mx4kkZPU&t=300s

  • http://indreams-studios.com/post/writing-a-spritelamp-shader-in-unity/

Thanks! :D

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