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Shader Graph
⚠️ Warning: Shader Graph is not yet fully supported. Some of the missing fuctionality can be found in the Known Issues section.
The following graph types are implemented at the moment:
To create a shader graph, right click in the Project
window, select Create/Shader Graph/Toon RP
and choose the required graph type.
This subsection lists properties used in all shader graph types provided by Toon RP.
Graph settings:
-
Surface Type
-Opaque
/Transparent
-
Blending Mode
-Alpha
/Premultiply
/Additive
/Multiply
-
Render Face
-Back
/Front
/Both
-
Depth Write
-Auto
/Force Enabled
/Force Disabled
Depth Test
Alpha Clipping
-
Alpha To Coverage
- AlphaToMask -
Control Outlines Stencil Layer
- enablesOutlines Stencil Layer
in material inspector, used to prevent inner outlines (applicable to Inverted Hull Outlines) Fog
-
Custom Fog
- adds an overlay color, which can be used for fog-like effects. It is blended on top of the output color viaCustom Fog Factor
andCustom Fog Color
). Cast Shadows
-
Ignored Pre-Passes
- specify the pre-passes to exclude from generation
Fragment outputs:
-
Albedo
- Color -
Emission
- HDR Color -
Alpha
- Float -
Alpha Clip Threshold
- Float -
Custom Fog Factor
- Float -
Custom Fog Color
- Color
Built-in material properties:
Outlines Stencil Layer
A graph with the full lighting model, similar to what is offered in Toon RP/Default
.
Graph settings:
Receive Shadows
-
Override Ramp
- enables control over threshold and smoothness in the fragment shader (for diffuse, specular, and rim separately) -
Specular
- enables specular lighting -
Additional Lights Specular
- enables specular lighting for additional lights -
Rim
- enables rim (fresnel) lighting Environment Lighting
-
Fragment Normal Space
-Tangent
/Object
/World
- changes the space of theNormal
input in the fragment stage
Fragment outputs:
-
Shadow Color
- RGB for shadow color, A for shadow opacity -
Override Ramp Threshold
,Override Ramp Smoothness
- threshold and smoothness for the overriden ramp. Specular and rim have their own outputs, which are only visible if the corresponding options are enabled in theGraph Settings
. -
Emission Shadow Blend
- controls how emisison should attenuate in shadow (1 - full emission, 0 - no emission).
Built-in material properties:
Receive Blob Shadows
A basic unlit shader similar to Toon RP/Unlit
.
A shader for particles similar to Toon RP/Particles/Unlit
.
Graph settings:
-
Soft Particles
- enables smooth fade when close to opaque geometry. Requires Depth Pre-Pass. Activates theSoft Particles Distance
andSoft Particles Range
outputs.
Fragment outputs:
-
Soft Particles Distance
- how close to opaque geometry the fade should start -
Soft Particles Range
- the smoothness of the soft particles fade
A shader graph type for overriding materials of Inverted Hull Outline.
Vertex outputs:
-
Outline Thickness
- extra multiplier for outline thickness.
Computes UV and samples a matcap texture.
Inputs:
-
OriginalColor
- source albedo color. Used for blending with the resulting matcap color. MatcapTexture
-
MatcapTint
- additional color, which is multiplied with aMatcapTexture
sample. MatcapUV_Tiling, MatcapUV_Offset
-
Blend
- a parameters used to blend between theOriginalColor
and computed matcap color.
Outputs:
Out_Result
Unsupported nodes:
- ...
Getting Started
Platform Support
Lighting and Shadows
- Global Ramp
- Shadows
- Variance Shadow Maps (VSM)
- Soft Shadows
- Additional Lights
- Additional Light Shadows
- Tiled Lighting (Forward+)
- Blob Shadows
- Fake Additional Lights
- Baked Lighting
Render Quality
Miscellaneous
Post-Processing
- Post-Processing Stack
- Bloom
- Inverted Hull Outline
- Screen-Space Outline
- SSAO
- Motion Blur
- Sharpen
- Light Scattering
Making Custom Shaders
Debugging