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Toon 3D Text

Files: Toon3DText.shader

Path: "CGF/Shaders/Lit"

Shader menu: "CG Framework/Lit/Toon 3D Text"

Description

Unity shader CG Framework/Lit/Toon 3D Text.

Reference

  • Diffuse Map – Main texture.
  • 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 ModeType.
  • Alpha Cutoff – Alpha Cutoff value.
  • Global Opacity – Manages the opacity of the mesh and the outline.
  • Always Visible – Reverse the opacity of the main texture.
  • ZTest – ZTest.
  • Line Art Map (R) – Line art texture.
  • Line Art Color (RGB) – Color of the line art.
  • 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.
  • 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.
  • Emission – Manages emission settings. See Common Features / Emission.
  • 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.
  • Blend Mode – Blend Mode.

Use

Assign the shader from CG Framework/Lit/Toon 3D Text to a material.
Configure the grouped material properties listed in Reference from the Unity material inspector.