What is the split of control over this between the material and the post process? Can you pump in your own gradient profile to control the shading per asset, or is it driven entirely by the diffuse? Is there a flag to check this for certain assets only, or does it default to everything? How do you determine light priority,…
So I was messing around with creating art styles for my next game and ended up getting caught up in making a cell shader :P So far I have Textures supported * Diffuse * Normal * Spec Colour * Spec Strength * Spec transparency * Lighting Banding Other * One Directional light or point light * Skylight/ambient light control *…
Thanks guys, I will be releasing the tutorial soon :) in the post process version, the material just holds the diffuse (rough must be set to 1) and the Post Process handles the lighting. The material only version doesn't have a Post Process. The band control is a texture so it can be any colour and as many bands as you…