Sorry, I didn't realize -- yes, exactly that -- I know enough that I can make rudimentary shader code, I'm just looking for operations/math/advice/direction/etc that might help me to achieve something like the above images/examples, especially with the constraints I've mentioned (performant enough for many onscreen chars…
So now that I've looked into shader forge extensively enough to (kind of) know what I'm looking at, i guess what I'm hung up on now is semantics between code and node. I know I must seem really dense here, but I can't seem to put the right node connections to achieve a basic diffuse/toon shade (i.e. telling SF what parts…
Been doing lots of studying lately on making shaders and have decided to go the route of making an anime shader for Unity in the style of both 2D anime (in order to achieve a particular look) and also a shader in the style of Zelda Botw (in order to learn how to do fancy lighting stuff with ramp shaders.) Here's 2…
Right on - so in my opinion what you have to do at this time is not so much diving in and trying to recreate any fancy shader, but rather, using a very simple one (with just a hard light/shadow separator, and without advanced light pooling control or highlights for now) and see if that even works well visually with your…
That's a complex subject. Anime look are actually full of exceptions, see for example the eyebrows that are on top of everything. That's the same for the lighting : 2D artists will simplify a lot the lighting scheme and also won't be steady in the way they apply them which is the exact opposite of how a standart shader…
Yes, but I *was* actually coding my shader manually when I posted that, but I've since switched to learning shaderforge (because why not?). Even so, I was looking into a potential new way to make outlines than the standard 'upscaled-reversed-normals' approach used by most (including shaderforge) as I've got an idea…
Your questions are hard to answer because you are not clearly stating what your current skillset is (or isn't). You mention being "still very new to shader design". Does that mean that you know already know how to write/develop rudimentary shader code for your target environment, and you are simply looking for help as to…