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David Leon's Blog

 

Game Developer from Barcelona with experience in Unity 3D, C++, Directx, HLSL, and other programmer stuff.

 

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Posted by David Leon on Fri, 19 May 2017 09:30:00 EDT in Programming, Art, Console/PC, Indie, Smartphone/Tablet
Our best chance to get a PBR friendly Cel Shading art style in Unity 5.6 is creating a new Deferred shader and a custom BRDF function. Here's are the steps needed to get it to work.


Posted by David Leon on Thu, 02 Jul 2015 06:17:00 EDT in Programming, Console/PC, Indie, Smartphone/Tablet
With the arrival of Unity 5 we find that itís never been so easy to get high quality visuals in our game, but we donít always want realistic graphics for our project. In this article you will learn how to achieve a cel shading art style with Unity 5.



David Leon's Comments

Comment In: [Blog - 05/19/2017 - 09:30]

You are right. I just ...

You are right. I just modified the article to add some explanations: r n r n To summarize what we did, we just copied BRDF2 Unity PBS, one of Unity 's built-in Physically Based Lighting calculation methods, and modified it slightly to change how the light affects a 3D object. ...

Comment In: [Blog - 07/02/2015 - 06:17]

You could use the texture ...

You could use the texture toon ramp for the Forward Rendering approach as the forward shader works per-object , but as far as I know there 's no easy way to connect a custom 1D texture in the middle of the deferred pipeline.

Comment In: [Blog - 10/07/2013 - 03:27]

Great post : r n ...

Great post : r n r nJust a quick note.. You may find errors in 'gameObject.GetComponentsInChildren ' if you don 't specify the Class type, like this: 'gameObject.GetComponentsInChildren ' .