![]() ![]() O.uv = (v.uv * _MainTex_ST.xy) + _MainTex_ST. #pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders but it basically just renders the bare minimum so that the shadow functions can see the object as it is in the scene Unity 3D - Toony Tiny RTS Set by Polygon Blacksmith Toony Tiny RTS Set Polygon Blacksmith Visit at Unity Asset Store Cartoony Low Poly RTS Units pack. Don't worry too much about t$$anonymous$$s pass shadowcaster passes are completely undocumented in Unity, UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" ![]() Then, click on the small round button next to albedo and scroll down on the list of items given until you find one called UIMask. We will have to use our own shadowcaster pass now that we are discarding pixels In Unity 5, the best way (TO MAKE AN OBJECT INVISIBLE) that worked for me was to: Set all of the game object's materials you want to be invisible to transparent under the rendering mode. Return (light + _AmbientColor + specular + rim) * _Color * sample RimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity) If it is, then discard t$$anonymous$$s pixel and return early.įloat3 normal = normalize(i.worldNormal) įloat NdotL = dot(_WorldSpaceLightPos0, normal) įloat lightIntensity = smoothstep(0, 0.01, NdotL * shadow) įloat4 light = lightIntensity * _LightColor0 įloat3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir) įloat specularIntensity = pow(NdotH * lightIntensity, _Glossiness * _Glossiness) įloat specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity) įloat4 specular = specularIntensitySmooth * _SpecularColor įloat rimIntensity = rimDot * pow(NdotL, _RimThreshold) Check if our alpha is lower than the threshold T$$anonymous$$s makes sure that the normals are facing the right way on both sides of the object O.worldNormal = UnityObjectToWorldNormal(v.normal) vertex shader adjustments so that both sides look right T$$anonymous$$s makes the shader double sided, but we will need to make some We will build off this file to create our toon shader. This file contains a simple shader that outputs a sampled texture, tinted by a color (with the default color set to cornflower blue ). Open the Main scene, and open the Toon shader in your preferred code editor. _MainTex("Main Texture", 2D) = "w$$anonymous$$te" Download the starter project provided above and open it in the Unity editor. I'm using unity version 2018.3.14f1 Shader "Test/Toon" but i'm also responsible in making the shader for the game, i followed a pretty nice tutorial to t$$anonymous$$s point, but as someone who really doesn't know what he's doing i need some help in adding a alpha cut out to my shader, we have a lot of foliage and assets using alphas so any help is appreciated ! So, I've recently gotten a project in university to make a game, in my group I'm the 3d artist, so im making all of the 3d models, textures, animations etc. ![]()
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