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Shading Model - Emission Support #362
Conversation
…ustomEmission.hlsl, and added Emission to the Toon Shadergraph
Latest changes
Shading Model - Emission Support
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Hey @Donkeylipsh! Welcome to the project, I think this is your first contribution, right? Cool. Out of curiosity, why did you go with custom HLSL code? That looks like stuff we could do with Shadergraph. Plus, you're using an Would you be able to convert it into a graph? |
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Hi @ciro-unity! This is my first contribution, and actually my first contribution to anything that wasn't part of a class project. Which pretty much explains all the decisions I made, they were rookie mistakes. I went with the custom HLSL simply because I'm new to Unity and was more comfortable in code than I was working with all the wires and nodes. Thanks for the tip on the I'll get this converted to Shadergraph and get rid of that pesky FYI, my username on the Unity forums in cdvano, so you can take a look at the screenshot I posted to see if this is working as you expected. Thanks for all your help and advice! |
Latest build
…nd added that to the Toon Shadergraph
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@ciro-unity Everything has been converted to Shadergraph and works as expected. |
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Hahhaa what a carnival!! 😆 |
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I ended up simplifying the graph a bit, no need for minimum emission and the other parameter. I reduced it to the texture (which provides the colour and the difference within the object) and 1 float, for multiplication. All is added on top of the base colour. The reason is that when somebody uses the shader, they won't understand immediately what "minimum" does, so setup now is ultra simple for everyone. Thanks anyway, merging! |
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Sounds good. Thanks @ciro-unity ! |









Shading Model - Emission Support
Created a Shader Subgraph that applies Emission to a material using CustomEmission.hlsl, and added Emission to the Toon Shadergraph
Note/Future Improvement