Files: Toon.shader
Path: "CGF/Shaders/Lit"
Shader menu: "CG Framework/Lit/Toon"
Description
Unity shader CG Framework/Lit/Toon.
Reference

- Color – Main color.
- Diffuse Map – Main texture.
- Use Vertex Color – Multiply vertex color to main color.
- Use Semitransparent Shadows – Enable the semitransparent shadows, apply a dithering to the sahdows based on the opacity of the mesh, only works with transparent render mode.
- Alpha Cutoff – Alpha Cutoff value.
- Global Opacity – Manages the opacity of the mesh and the outline.
- Line Art Map (R) – Line art texture.
- Line Art Color (RGB) – Color of the line art.
- Outline – Outline effect.
- Outline Width – Width of the outline.
- Outline Color (RGBA) – Color of the ouline.
- Use Texture Opacity – Use the opacity of the diffuse map.
- Outline Normals Mode – Outline normals scale mode.
- Vertex Normals – Selects the Vertex Normals option.
- Vertex Colors – Selects the Vertex Colors option.
- Vertex Tangents – Selects the Vertex Tangents option.
- UV 1 – Selects the UV 1 option.
- UV 2 – Selects the UV 2 option.
- UV 3 – Selects the UV 3 option.
- Outline Normals UV Data – Data format of outline normals stored in UV.
- XYZ – Selects the XYZ option.
- XY – Selects the XY option.
- ZW – Selects the ZW option.
- Dynamic Outline Width – toon effect features.
- Dynamic Outline End – End point of the dynamic outline width feature.
- Dynamic Outline Start – Start point of the dynamic outline width feature.
- Outline Min Width – Max width of the dynamic outline.
- Outline Max Width – Min width of the dynamic outline.
- Outline Internal Discard Mode – Discard mode of the oultine rendered over the mesh.
- None – Selects the None option.
- Stencil Buffer – Selects the Stencil Buffer option.
- Depth Buffer – Selects the Depth Buffer option.
- Outline Stencil Discard Reference – The outline of each mesh with a the same reference will be rendered together. The value to be compared against (if Comp is anything else than always) and/or the value to be written to the buffer (if either Pass, Fail or ZFail is set to replace). 0–255 integer.
- _OutlineGeneralCompOutline – _OutlineGeneralCompOutline.
- _OutlineGeneralPassOutline – _OutlineGeneralPassOutline.
- _OutlinePass1DiscardCull – _OutlinePass1DiscardCull.
- _OutlinePass1DiscardColorMask – _OutlinePass1DiscardColorMask.
- OutlinePass2DiscardCull – OutlinePass2DiscardCull.
- _OutlinePass2DiscardColorMask – _OutlinePass2DiscardColorMask.
- OutlinePass2DiscardZWrite – OutlinePass2DiscardZWrite.
- _OutlinePass2CompOutline – _OutlinePass2CompOutline.
- _OutlinePass2PassOutline – _OutlinePass2PassOutline.
- Toon Mode – Toon mode.
- Dynamic – Selects the Dynamic option.
- Texture Ramp – Selects the Texture Ramp option.
- Toon Ramp (RGB) – Toon texture ramp.
- Shadow Offset – Shadow offset across the mesh surface.
- Shadow Smooth – Level of the smooth of the edge of the shadow.
- Shadow Level – Level of intensity of the shadow.
- Shadow Steps – Cell shading steps.
- Shadow Color (RGB) – Color of the shadow.
- Shadow Threshold Pattern (R) – Threshold pattern texture applied to the shade.
- Shadow Screen Space Treshold – If enabled, the threshold pattern texture use texture coordinates in screen space.
- Shadow Smoothed Treshold – If enabled, applied a smooth offset to the texture coordinates in screen space, improve the threshold pattern effect if the object is in movement.
- Mesh Silhouette Against Light Direction – If enabled, show a silhouette mask to the shadow across the mesh surface to show the base color when the view direction is opposite to the light source direction.
- Mesh Silhouette Offset – Mesh silhouette offset across the mesh surface.
- Mesh Silhouette Smooth – Level of the smooth of the edge of the mesh silhouette.
- Mesh Silhouette Hard Edge – If enabled, apply a hard endge to the mesh silhouette effect.
- Specular – Specular light (Blinn-Phong).
- Specular Color (RGB) – Color of the specular light.
- Use Light Color – If enabled, apply the color of the light on the specular light.
- Specular Map (RGB) – Specular texture.
- Specular Offset – Specular light offset across the mesh surface.
- Specular Smooth – Level of the smooth of the edge of the specular light.
- Specular Level – Level of intensity of the specular light.
- Specular Steps – Cell specular steps.
- Specular Effect (R) – Texture applied to the specular light.
- Specular Effect Smooth – Level of smooth of the texture applied to the specular light.
- Specular Screen Space Effect – If enabled, applied a smooth offset to the texture coordinates in screen space, improve the specular effect if the object is in movement.
- Specular Smoothed Effect – Color of the specular light.
- Reflection – Manages reflection settings. See Common Features / Reflection.
- Cubemap Rotation X – Custom cubemap X rotation.
- Cubemap Rotation Y – Custom cubemap Y rotation.
- Back Light – Back light features.
- Back Light Mode – Back Light mode.
- Only Shadow – Selects the Only Shadow option.
- Only Base – Selects the Only Base option.
- Booth – Selects the Booth option.
- Back Light Color (RGB) – Color of the back light effect.
- Back Light Offset – Back light offset across the mehs surface.
- Back Light Smooth – Back light smooth of the edge of the effect.
- Only Against Directional Light – If enabled, only applies the back light when the view direction is against the source light direction.
- Enable Ambient Light – If enabled ambient light affect to the source mesh.
- Normal – Manages normal map settings. See Common Features / Normal.
- Ambient Occlusion – Manages ambient occlusion settings. See Common Features / Ambient Occlusion.
- Color Mask – Color Fill.
- Color Mask Map (RGB) – Mask texture.
- Color Mask Color R (RGB) – Color of the red channel mask.
- Color Mask Color B (RGB) – Color of the green channel mask.
- Color Mask Color G (RGB) – Color of the blue channel mask.
- Color Mask Mode – Color Mask Mode.
- Normal – Selects the Normal option.
- Multiply – Selects the Multiply option.
- Overlay – Selects the Overlay option.
- Color Mask Level – Level of color mask in relation the source color.
- Emission – Manages emission settings. See Common Features / Emission.
- UV Scroll – Manages UV scrolling settings. See Common Features / UV Scroll.
- Flip UV Horizontal – Description.
- Flip UV Vertical – Description.
- LOD Fade Mode – LOD fade mode. See Common Features / LOD Fade Mode.
- LOD Dither Type – LOD dither type.
- Unity – Selects the Unity option.
- Blue Noise – Selects the Blue Noise option.
- Floyd Steinberg – Selects the Floyd Steinberg option.
- Camera Fading – Opacity by camera distance and direction.
- None – Selects the None option.
- Blending – Selects the Blending option.
- Dithering – Selects the Dithering option.
- Camera Fading Near Point – Start point of the fading. Offset to position camera.
- Camera Fading Far Point – End point of the fading.
- Camera Fading Dithering Pattern – Dithering patternt of the fading.
- Camera Fading Darken – If enabled darken mesh with fading.
- Camera Direction Fading – Opacity by camera direction.
- Opacity Clip – If enabled clips the mesh with less opacity than the opacity clip threshold.
- Opacity Clip Threshold – Opacity clip threshold.
- Curved World – Curved World features.
- Curved World Mode – Curved world mode.
- Bend Left (+X) – Selects the Bend Left (+X) option.
- Bend Right ( X) – Selects the Bend Right ( X) option.
- Bend Forward (+Z) – Selects the Bend Forward (+Z) option.
- Bend Back ( Z) – Selects the Bend Back ( Z) option.
- Render Mode – Render Mode.
- SrcBlend – SrcBlend.
- DstBlend – DstBlend.
- ZWrite – ZWrite.
- Render Face – Determine which sides of mesh to render.
- Booth – Selects the Booth option.
- Back – Selects the Back option.
- Front – Selects the Front option.
Use
Assign the shader from CG Framework/Lit/Toon to a material.
Configure the grouped material properties listed in Reference from the Unity material inspector.