So I was messing around with creating art styles for my next game and ended up getting caught up in making a cell shader
Once its done I plan on releasing the files along with a tutorial but first, I want to get a better idea of what people want from cell shading. Any comments would be appreciated
So far I have; Textures supported
Diffuse
Normal
Spec Colour
Spec Strength
Spec transparency
Lighting Banding
Other
One Directional light or point light
Skylight/ambient light control
Post process to control shadows
Sobel Edge (courtesy of Allar’s awesome little freebie.)
This is looking great friend. I was wondering if you got any solution to have sharper solutions? Look at below the left eye of the lil guy, the shadow is not sharp. There are a few non-sharp places at other parts of the mesh but its pretty visible there. What do you think the cause of it, or can it be fixable?
Very cool and simple, however it feels a bit finnicky with the banding texture. I tried splitting half and half into black shadows and white hightlights and depending on the distance from the object some artifcats show up like this: https://i1.someimage.com/mM51rMg.png
would love to see how you solved it in materials tho. We use a toon shader on our characters in our game, currently the build for 4.10 made by another member of this forum (I forget his name atm!)
Hey ZeoZen, there are a few ways to solve that, first make sure your colour band texture has clamped UVs instead of tile. If that doesn’t fix it, make sure you are locking the autoexposure in the post process.