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Unity 2021 Shaders and Effects Cookbook

You're reading from   Unity 2021 Shaders and Effects Cookbook Over 50 recipes to help you transform your game into a visually stunning masterpiece

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Product type Paperback
Published in Oct 2021
Publisher Packt
ISBN-13 9781839218620
Length 484 pages
Edition 4th Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Post Processing Stack 2. Chapter 2: Creating Your First Shader FREE CHAPTER 3. Chapter 3: Working with Surface Shaders 4. Chapter 4: Working with Texture Mapping 5. Chapter 5: Understanding Lighting Models 6. Chapter 6: Physically Based Rendering 7. Chapter 7: Vertex Functions 8. Chapter 8: Fragment Shaders and Grab Passes 9. Chapter 9: Mobile Shader Adjustment 10. Chapter 10: Screen Effects with Unity Render Textures 11. Chapter 11: Gameplay and Screen Effects 12. Chapter 12: Advanced Shading Techniques 13. Chapter 13: Shader Graph – 2D 14. Chapter 14: Shader Graph – 3D 15. Other Books You May Enjoy

Creating a toon shader

One of the most commonly used effects in games is toon shading, which is also known as celluloid (CEL) shading. This 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 drawn by hand rather than modeled in 3D. In the following diagram, you can view a sphere rendered with a toon shader (on the left-hand side) and a sphere rendered with a standard shader (on the right-hand side):

Figure 5.8 – A toon shader (left) versus a standard shader (right)

Achieving this effect using just surface functions is not impossible, but it would be extremely expensive and time-consuming. In fact, the surface function 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 a custom lighting model instead.

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