kShading
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Shader Graph support
This shader would be amazing as a solution usable in shadergraph.
I am currently trying to create a custom master node that will do just that. However seeing as you are the creator (and also work on SRP and shadergraph) it might be cleaner if you do it?
I have this shader working in the shader graph by creating a Toon PBR master node. I also had to rewrite parts of this shader to support the new lightweight pipeline(lighting works differently). However I noticed some breaking changes in the next release of the lightweight render pipeline. Anytime the shader includes for lighting change they will break this new shader I wrote.
Hey all,
Thanks for the interest. Ive actually been working on a new (better) implementation of this which is a fork of lightweight render pipeline. I will eventually add shader graph support to it.
@jmitchell89 if you want to PR your changes Ill take a look at them :)
@Kink3d I don't have the water shader working, its a bit more complex since it does a grab pass and samples from the depth map. Currently there isn't a great way to do that(in the ShaderGraph) unless you know of one? You can check out my fork here: https://github.com/jmitchell89/ToonShading
@Kink3d I would love to get access to your LWRP fork of this, even if it doesnt have shadergraph support yet! Just interested to get some decent toon shading into unity LWRP! Would also really help my learning of all the built in < > LWRP changes in shader api
Can someone point me in the correct direction for documentation regarding creating the as a master node in shader graph ? I have cant seem to find the unity documentation.
@limaoscar1 as far as I am aware there is not any yet. Please do tell me if you find any though!
@limaoscar1 https://www.reddit.com/r/Unity3D/comments/8eaezz/how_to_access_lighting_information_from/
that is a post i made a couple months back, most info can be found through there :)
@Kink3d hi! Do u plan add support HDRP?