Some people prefer write shaders based upon Surface shaders, other based on Unlit shaders. There are several approaches to write shaders. I will only explain stuff related to cel-shading implementation. Also, there are plenty of tutrials about his. In this article I’m not going to explain syntax of HLSL and CG languages. sharp edge between lit and shaded areas (no gradients).The name comes from cels (short for celluloid), clear sheets of acetate which are painted on for use in traditional 2D animation. Cel shading is often used to mimic the style of a comic book or cartoon and/or give it a characteristic paper-like texture. Definitionįor those who unfamiliar with cel-shading, here is the definition from Wikipedia:Ĭel-shading or toon-shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. If you want to follow along, you will need a 3D model with UV unwrapped and Diffuse texture. I will show and explain some tricks that are quite useful, but not so many people know about them.įor the demonstration I’m going to use model of the main character of “ King, Witch and Dragon”. In this article I will write Unity cel-shader (also known as toon-shader) from scratch.
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