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diff --git a/Assets/Shaders/(TO-DO) Toon Shader.shadergraph b/Assets/Shaders/(TO-DO) Toon Shader.shadergraph
index 3bf3605..2ba49dd 100644
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diff --git a/Assets/Shaders/(TO-DO) Toon Stylized Shadow.shadergraph.meta b/Assets/Shaders/(TO-DO) Toon Stylized Shadow.shadergraph.meta
new file mode 100644
index 0000000..324df32
--- /dev/null
+++ b/Assets/Shaders/(TO-DO) Toon Stylized Shadow.shadergraph.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 4f813289b1af2f046a16c8864406871c
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
diff --git a/Assets/Shaders/Includes/LightingHelp.hlsl b/Assets/Shaders/Includes/LightingHelp.hlsl
index d828ee9..ae7d50a 100644
--- a/Assets/Shaders/Includes/LightingHelp.hlsl
+++ b/Assets/Shaders/Includes/LightingHelp.hlsl
@@ -20,12 +20,16 @@ void GetMainLight_float(float3 WorldPos, out float3 Color, out float3 Direction,
#endif
}
-void ChooseColor_float(float3 Highlight, float3 Shadow, float Diffuse, float Threshold, out float3 OUT)
+void ChooseColor_float(float3 Highlight, float3 Midtone, float3 Shadow, float Diffuse, float Threshold, float Threshold2, out float3 OUT)
{
if (Diffuse < Threshold)
{
OUT = Shadow;
}
+ else if (Diffuse < Threshold2)
+ {
+ OUT = Midtone;
+ }
else
{
OUT = Highlight;
diff --git a/README.md b/README.md
index b8551a7..cea0025 100644
--- a/README.md
+++ b/README.md
@@ -21,6 +21,10 @@ The goal of each puzzle will be to replicate the look of each puzzle’s image.
* Follow the tutorial to create a 2 band toon shader, and then create multiple materials based off of the shader graph
* Attach those materials to the objects (the sphere and plane) in the default scene "Lab Scene 1" to produce a look similar to the one above!
+Screenshot Result:
+
+
+
### 2. Puzzle 2: Leveled-up toon shading
@@ -28,12 +32,20 @@ The goal of each puzzle will be to replicate the look of each puzzle’s image.
* Edit your materials to allow for a 3rd color in your scene, such that you have highlights, midtones, shadows on your objects. Edit your shader so that the thresholds on these values are adjustable.
* Shade the sonic and shadow receiving plane in "Lab Scene 2" to get a look similar to the one above!
+Screenshot Result:
+
+
+
### 3. Puzzle 3: Stylized Shadow
* Use one of the provided texture png’s in order to add a screenspace shadow pattern onto the shadows of the scene!
* Hint 1: What does the "ShadowAttenuation" variable do?
+
+Screenshot Result:
+
+
Extra Credit:
* Add some soft interpolation at the edges of your bands, for smooth transitions between color bands. Create a "smoothness" parameter that adjusts the degree of smoothness!