{"id":15034562,"url":"https://github.com/chilimilk/urp_toon","last_synced_at":"2025-05-16T09:04:44.843Z","repository":{"id":37703730,"uuid":"283198147","full_name":"ChiliMilk/URP_Toon","owner":"ChiliMilk","description":"A Toon Shader in Unity Universal Render 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URP Toon Shader\n- [Introduction](#Introduction)\n- [Properties](#Properties)\n\t- [SurfaceOptions](#SurfaceOptions)\n\t- [Base](#Base)\n\t- [Shadow](#Shadow)\n\t- [Specular](#Specular)\n\t- [Rim](#Rim)\n\t- [Outline](#Outline)\n\t- [AdvancedOptions](#AdvancedOptions)\n- [Multi Pass Batch](#Multi-Pass-Batch)\n- [Reference](#Reference)\n- [Licenses](#Licenses)\n\n## Introduction  \nSimple toon shader in unity universal pipeline.\n\n![image-UnityChan](image/UnityChan.png)  \n\nGenshin Impact Style(Model and Texture from miHoYo)\n\n![image-Genshin_Sample](image/Genshin_Sample.gif)  \n\n## Properties\n### SurfaceOptions\n![image-SurfaceOptions](image/SurfaceOptions.png) \n\n\n### Base\n![image-Base](image/Base.png) \n### Shadow\n![image-Shadow](image/Shadow.png) \n\n#### ShadowType\n\n##### DoubleShade \nAdjustable two-layer shadow.(Reference UTS)\n\n##### RampMapShadow \nShadows based on rampmap.\n\n##### SDF_FaceShadow (Reference Genshin Impact) \n\nUsed for face shadow, sample a precomputed shadow mask to generate shadows.\nLimit:symmetrical face uv.\n\n![image-SDFMask](image/SDFMask.png) \n\nNeed to add a script to the object, set the forward and left direction(ObjectSpace).\n\n![image-SDFScript](image/SDFScript.png) \n\nAbout how to generate sdf shadow mask.\nNode:Generate mask in r16 format(antialiasing).\n\nhttps://zhuanlan.zhihu.com/p/389668800 \n\n#### SSAO (Add \"ScreenSpaceAmbientOcclusion\" RenderFeature)\n\nControl SSAO strength.\n\n#### CastHairShadowMask (Add \"RenderFrontHairShadowMaskFeature\" RenderFeature)\n\nCast a shadow mask in screen space for face shadow.(Check it on front hair material or something)\n\n#### ReceiveHairShadowMask\n\nSample \"CastHairShadowMask\" for shadow.(Check it on face material)\n\n### Specular\n\n![image-Specular](image/Specular.png) \n\n\n### Rim\n![image-Rim](image/Rim.png)  \n\n- RimBlendShadow  \n\n![image-BlendRim](image/BlendRim.png) \n\n1:RimBlendShadow=0 2:RimBlendShadow=1 3:RimBlendShadow=1 RimFlip=1  \n\n- RimFlip  \n\nFlip RimBlendShadow\n\n### Outline\n![image-Outline](image/Outline.png)  \n- UseSmoothNormal : (if use this feature, you need to check \"Read/Write Enbale\" in the Import Setting of the model, and then rename the model to \"XXX_ol\":https://github.com/Jason-Ma-233/JasonMaToonRenderPipeline#%E5%B9%B3%E6%BB%91%E6%B3%95%E7%BA%BF%E5%AF%BC%E5%85%A5%E5%B7%A5%E5%85%B7ModelOutlineImporter)\n\n### AdvancedOptions\n![image-AdvancedOptions](image/AdvancedOptions.png) \n\n\n## Multi Pass Batch\n\nIn the default URP, if render multiple pass shaders(outline), the Rendering order like this:  \nObject1.Pass1-  \nObjcet1.Pass2-  \nObject2.Pass1-  \nObject2.Pass2......  \n![image-BeforeBatch](image/BeforeBatch.png)    \nIt will stop SPRBatch.  \n![image-NotSupportBatch](image/NotSupportBatch.png)   \nWe can change the Rendering order like this by using RenderFeature:  \nObject1.Pass1-  \nObjcet2.Pass1-  \nObject1.Pass2-  \nObject2.Pass2......  \n![image-AfterBatch](image/AfterBatch.png)   \n\n## Reference\n\nhttps://github.com/unity3d-jp/UnityChanToonShaderVer2_Project  \nhttps://github.com/Jason-Ma-233/JasonMaToonRenderPipeline  \nhttps://github.com/you-ri/LiliumToonGraph  \nhttps://github.com/Kink3d/kShading  \nhttps://unity.cn/projects/china-unity-tech-week_linruofeng\n\n## Licenses\n\nMIT\n\n\"Assets/UnityChan/License\"\n\n© Unity Technologies Japan/UCL\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fchilimilk%2Furp_toon","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fchilimilk%2Furp_toon","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fchilimilk%2Furp_toon/lists"}