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Toon

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.