UnityChan Toon Shader ver2 repo

Anyone interested in Unity Chan toon shader tech, here’s the repo - https://github.com/Lumak/UnityChanToonShaderVer2

I briefly looked over the English manual but haven’t done anything with it because I’m a novice graphics programmer.

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Let me add that I at least created a scene to view the model in the editor :slight_smile:.

I’d like to request @1vanK and @rasteron to take a look and give their opinion on the tech. if possible.

I’ve already posted a similar shader on old forum Toon Shader (WIP) (without outline) but when the forum moved the pictures were lost. Also somewhere on the computer I had a modified version, but I have a real dump here, I’ll post it when I find it

EDIT: http://dropmefiles.com/1fZer

Some notes to understand how it works:
default diffuse shader - smooth gradient from 0 to 1

dot(normal, lightDir) // [-1, 1]
// should be  clamped to [0, 1] 
// return max(dot(normal, lightDir), 0.0);

toon shader - hard gradient taked from texture:

float NdotL = dot(normal, lightDir) * 0.5 + 0.5; // [-1, 1] to [0, 1]
return texture2D(sEnvMap, vec2(NdotL, 0.0)).r;

ToonRamp

https://github.com/Lumak/UnityChanToonShaderVer2/blob/master/Assets/Toon/Shader/UCTS_Outline.cginc

It seems shader use scaling along normal method for outline: Outline v2
and scale value taked from texture https://github.com/Lumak/UnityChanToonShaderVer2/blob/master/Assets/Toon/Textures/utc_all2_outlinesmpler.png

Hey Mak, I’m not that quite familiar with cg/hlsl, so perhaps someone with more cg/hlsl knowledge can port this over and yes 1vank’s version looks similar.

Having a quick look at the files, it seems there are other effects going on there other than toon and also uses Sobel filters.

cheers.

@1vanK, @rasteron thanks for your feedback. There’s a lot of information to digest. I just opened this in Unity editor ver 5.6.5f1 and it re-imported the project saying something about previous save was an older version and I can see the both toon shader versions working. That’s gonna be a big help.

Sobel is just two 3x3 kernels put together.

You just need a depth buffer to process:

#define SOBEL_STEP_SIZE ???
#define SAMPLE_SOBEL(NAME, X, Y) float NAME = texture2D(sDepthBuffer, vec2(coord.x + X*SOBEL_STEP_SIZE, coord.y + Y*SOBEL_STEP_SIZE));
SAMPLE_SOBEL(l, -1.0, 0.0);
SAMPLE_SOBEL(r, 1.0, 0.0);
SAMPLE_SOBEL(t, 0.0, -1.0);
SAMPLE_SOBEL(b, 0.0, 1.0);
SAMPLE_SOBEL(tl, -1.0, -1.0);
SAMPLE_SOBEL(tr, 1.0, -1.0);
SAMPLE_SOBEL(bl, -1.0, 1.0);
SAMPLE_SOBEL(br, 1.0, 1.0);

float dX = tr + 2 * r + br - tl - 2 * l - bl;
float dY = bl + 2 * b + br - tl - 2 * t - tr;
float sobelEdge = 1.0 - (dX * dY); // 1.0 - N for black edges, N for white