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Question by MacMC · Jul 26, 2019 at 07:51 PM · deferred renderingcel shadingtoon shading

possible to send custom information to Gbuffer?

I've been tearing my hair out over how to implement stylized shading within a deferred rendering path. For example, if I wanted every object to use the same toon shader with the cheap lights that the path offers. I figure it must be possible, as it's been done before.
https://hopooo.tumblr.com/post/166010258719/devblog-7-deferred-rendering-hi-this-last Where would one even begin? It's so abstract I'm unsure how to even wrap my head around it. Is this done at a shader level? command buffer? I'm not experienced with advanced graphical topics and I realize I'm in over my head, but it doesn't seem impossible.

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Answer by Namey5 · Jul 27, 2019 at 12:39 PM

Check these two links (that do exactly what you are asking and more, one of which was provided as a source with the example you gave);

https://www.gamasutra.com/blogs/DavidLeon/20170519/298374/NextGen_Cel_Shading_in_Unity_56.php

https://www.gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php

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Answer by MacMC · Jul 28, 2019 at 12:44 AM

Found it. Took some digging through UnityGBuffer.cginc. and UnityStandardCore.cginc. the UnityStandardData struct (and fragDeferred function) seem to do the trick as it links directly with the gbuffers.

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