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…
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…
It doesn't look like you're using the step function in your shader, and it's absolutely necessary to make the sharp shadowing. They mention it in the GDC presentation on this slide: So you take the dot product (also called "scalar" product) between the vertex-to-light vector (going from the vertex to the light position)…
Did you check out Unity Chan toon shader 2.0? it's a pretty great shader implementation for Anime style, and you can see the full source code. (it was created using shader forge, with a bit of manual coding)
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…
Wow, good point there @RN !! -- I felt like it should work on a low-poly character, but I didn't quite realize the inherent power of pixel shaders until that image. Thanks! I agree I should tackle these issues one by one -- so the first issue I want to tackle is the occlusion map. Because this sprite gave me lots of lulz,…
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…
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…
@RN Despite remembering them saying that stuff, apparently I still really needed an experienced eye on that video to help me see what I was missing/overlooking in shader terms (still very new to shader design), so thank you! I forgot to mention I'm trying for a lower-poly version of this technique (so your initial advice…
Excellent advice. That's the idea. I just wanted to be sure I started with the right fundamentals and guidance to take me down the path to the place I want to eventually arrive. After all, practicing something poorly leads to being an expert in poor practices. This is unfortunately all too common in the indie world, so…