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diff --git a/Assets/Scenes/Lab Scene 2.unity b/Assets/Scenes/Lab Scene 2.unity
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diff --git a/Assets/Shaders/(TO-DO) Toon Shader.shadergraph b/Assets/Shaders/(TO-DO) Toon Shader.shadergraph
index 3bf3605..28d7b83 100644
--- a/Assets/Shaders/(TO-DO) Toon Shader.shadergraph
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+ "m_ShaderOutputName": "ShadowAtten",
+ "m_StageCapability": 3,
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+}
+
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+ "m_ObjectId": "da67fe009b104a1f8b6a323bd2391117",
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"m_Type": "UnityEditor.ShaderGraph.ShaderKeyword",
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"m_IsEditable": true
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+}
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+
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@@ -506,3 +2159,49 @@
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diff --git a/Assets/Shaders/Includes/LightingHelp.hlsl b/Assets/Shaders/Includes/LightingHelp.hlsl
index d828ee9..81c621b 100644
--- a/Assets/Shaders/Includes/LightingHelp.hlsl
+++ b/Assets/Shaders/Includes/LightingHelp.hlsl
@@ -1,4 +1,4 @@
-void GetMainLight_float(float3 WorldPos, out float3 Color, out float3 Direction, out float DistanceAtten, out float ShadowAtten) {
+void GetMainLight_float(float3 WorldPos, out float3 Color, out float3 Direction, out float DistanceAtten, out float ShadowAtten) {
#ifdef SHADERGRAPH_PREVIEW
Direction = normalize(float3(0.5, 0.5, 0));
Color = 1;
@@ -30,4 +30,46 @@ void ChooseColor_float(float3 Highlight, float3 Shadow, float Diffuse, float Thr
{
OUT = Highlight;
}
-}
\ No newline at end of file
+}
+
+void ChooseTriColor_float(float3 Highlight, float3 Shadow, float Diffuse, float3 Midtone, float Threshold, float Threshold2, out float3 OUT)
+{
+ if (Diffuse < Threshold)
+ {
+ OUT = Shadow;
+ }
+ else if (Diffuse < Threshold2)
+ {
+ OUT = Midtone;
+ }
+ else
+ {
+ OUT = Highlight;
+ }
+}
+
+void ChooseTriColorSmooth_float(float3 Highlight, float3 Shadow, float Diffuse, float3 Midtone, float Threshold, float Threshold2, float Smoothness, out float3 OUT)
+{
+ float smoothness = 0.1;
+
+ float t0 = smoothstep(Threshold - smoothness, Threshold + smoothness, Diffuse);
+ float3 shadowToMidtone = lerp(Shadow, Midtone, t0);
+
+ float t1 = smoothstep(Threshold2 - smoothness, Threshold2 + smoothness, Diffuse);
+
+ OUT = lerp(shadowToMidtone, Highlight, t1);
+}
+
+void addStripes_float(float shadowAtten, float3 Shadow, float3 Currtone, float stripes, out float3 OUT)
+{
+ if (shadowAtten < 0.3)
+ {
+ OUT = Shadow * (1 - stripes) + Currtone * stripes;
+ }
+ else
+ {
+ OUT = Currtone;
+ }
+
+}
+
diff --git a/Assets/Shaders/Smooth Toon Shader.shadergraph b/Assets/Shaders/Smooth Toon Shader.shadergraph
new file mode 100644
index 0000000..49b774e
--- /dev/null
+++ b/Assets/Shaders/Smooth Toon Shader.shadergraph
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diff --git a/Assets/Shaders/TriColor Toon Shader.shadergraph.meta b/Assets/Shaders/TriColor Toon Shader.shadergraph.meta
new file mode 100644
index 0000000..bfc1a29
--- /dev/null
+++ b/Assets/Shaders/TriColor Toon Shader.shadergraph.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 899c3c0cf414a7a42aa8aab379b44702
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
diff --git a/README.md b/README.md
index b8551a7..e3e6ebb 100644
--- a/README.md
+++ b/README.md
@@ -1,3 +1,22 @@
+
+## My Shaders
+Simple two-tone toon shading
+
+
+
+Leveled-up toon shading
+
+
+
+Stylized Shadow
+
+
+
+Extra Credit: Smooth transitions between color bands
+
+
+
+
# Lab 05 - Stylization!
Let's practice adding stylization to a 3D scene using Unity's shader graph!
diff --git a/Stylized0.png b/Stylized0.png
new file mode 100644
index 0000000..aee4f50
Binary files /dev/null and b/Stylized0.png differ
diff --git a/Stylized1.png b/Stylized1.png
new file mode 100644
index 0000000..c4bce99
Binary files /dev/null and b/Stylized1.png differ
diff --git a/Stylized2.png b/Stylized2.png
new file mode 100644
index 0000000..4c43b70
Binary files /dev/null and b/Stylized2.png differ
diff --git a/StylizedSmooth.png b/StylizedSmooth.png
new file mode 100644
index 0000000..c5d2d0d
Binary files /dev/null and b/StylizedSmooth.png differ