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"UnityEditor.ShaderGraph.Vector3MaterialSlot", + "m_ObjectId": "f7d357560bf24140a9e3fc9032c12574", + "m_Id": 0, + "m_DisplayName": "WorldPos", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "WorldPos", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_Labels": [] +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", + "m_ObjectId": "f93954526d9640ea973910db9ea8aba2", + "m_Id": 2, + "m_DisplayName": "Direction", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "Direction", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_Labels": [] +} + 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 @@ -0,0 +1,2641 @@ +{ + "m_SGVersion": 3, + "m_Type": "UnityEditor.ShaderGraph.GraphData", + "m_ObjectId": "264e723e245c468fbb897277f81e3321", + "m_Properties": [ + { + "m_Id": "f60be866f62743539042a49a2c3c1ec2" + 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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