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Question by Mrjuanblack · Mar 08, 2021 at 10:03 PM · lightingshaderstoonshading

Toon Shader using Surface Shader

Hi, so I've been learning how to make shaders in unity the last week, and I tried making a toon shader using the Surface Shader and the Vertex Fragment Shader. The look I want to achive is getting plain colors, I want to pixelate the screen later to get that limited pixel art color pallet. The problem is that when I use the Surface Shader, I get the color bading that I want, but the shadows look more complex that I want. alt text Look the dark areas and compare that to the Vertex Fragment Shader. alt text The later one has plain colors, but getting that shader to work using multiple lights is a pain for me right now. Is there any way to get the simple colors in the Surface Shader? is it getting light form global ilumination? I'm still new to unity :s

Here's the surface shader

 Shader "Custom/ToonCustomLightModel"
 {
     Properties
     {
         _Color ("Color", Color) = (1,1,1,1)
     }
     SubShader
     {
         CGPROGRAM
         #pragma surface surf BasicLambert
         
         half4 LightingBasicLambert (SurfaceOutput s, half3 lightDir, half atten)
         {
             fixed NdotL = max(0, dot(s.Normal, lightDir));
             fixed aux = NdotL * atten;
             half4 c;
 
             c.rgb = aux > 0.5 ? s.Albedo * _LightColor0.rgb * 1: s.Albedo * _LightColor0.rgb * 0.2;
             c.a = s.Alpha;
             return c;
         }
         
 
         struct Input
         {
             float2 uv_MainTex;
         };
 
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutput o)
         {
             o.Albedo = _Color.rgb;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }


del1.png (126.1 kB)
del2.png (97.9 kB)
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