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Unity 2018 Shaders and Effects Cookbook

You're reading from   Unity 2018 Shaders and Effects Cookbook Transform your game into a visually stunning masterpiece with over 70 recipes

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Product type Paperback
Published in Jun 2018
Publisher
ISBN-13 9781788396233
Length 392 pages
Edition 3rd Edition
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Alan Zucconi Alan Zucconi
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Alan Zucconi
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Toc

Table of Contents (14) Chapters Close

Preface 1. Post Processing Stack FREE CHAPTER 2. Creating Your First Shader 3. Surface Shaders and Texture Mapping 4. Understanding Lighting Models 5. Physically-Based Rendering 6. Vertex Functions 7. Fragment Shaders and Grab Passes 8. Mobile Shader Adjustment 9. Screen Effects with Unity Render Textures 10. Gameplay and Screen Effects 11. Advanced Shading Techniques 12. Shader Graph 13. Other Books You May Enjoy

Creating a toon shader

One of the most used effects in games is toon shading, which is also known as celluloid (CEL) shading. 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 diagram, a sphere rendered with a toon Shader (left) and a Standard Shader (right):

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 us to change the way light reflects, we need to create our custom lighting model instead.

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