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Unity 5.x Shaders and Effects Cookbook

You're reading from   Unity 5.x Shaders and Effects Cookbook Master the art of Shader programming to bring life to your Unity projects

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Product type Paperback
Published in Feb 2016
Publisher
ISBN-13 9781785285240
Length 240 pages
Edition 1st Edition
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Author (1):
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Alan Zucconi Alan Zucconi
Author Profile Icon Alan Zucconi
Alan Zucconi
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Table of Contents (12) Chapters Close

Preface 1. Creating Your First Shader 2. Surface Shaders and Texture Mapping FREE CHAPTER 3. Understanding Lighting Models 4. Physically Based Rendering in Unity 5 5. Vertex Functions 6. Fragment Shaders and Grab Passes 7. Mobile Shader Adjustment 8. Screen Effects with Unity Render Textures 9. Gameplay and Screen Effects 10. Advanced Shading Techniques Index

Creating a Toon Shader

One of the most used effects in games is the toon shading, which is also known as cel shading (short for celluloid). It is a non-photorealistic rendering technique that makes 3D models appear flat. Many games use it to give the illusion that the graphics are being hand-drawn rather than being 3D-modeled. You can see, in the following picture, a sphere rendered with a Standard Shader (right) and Toon Shader (left):

Creating a Toon Shader

Achieving this effect using just surface functions is not impossible, but it would be extremely expensive and time-consuming. The surface function, in fact, only works on the properties of the material, not its actual lighting condition. As toon shading requires to change the way light reflects, we need to create our custom lighting model instead.

Getting ready

Let's start this recipe by creating a shader and its material and importing a special texture, as follows:

  1. Start by creating a new shader; in this example, we will extend the one made in the previous...
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