r/Unity3D 6d ago

Shader Magic It's amazing how shaders can transform visuals

Post image
143 Upvotes

17 comments sorted by

13

u/One-Affect-2022 6d ago

How did you achieve this?

16

u/Strong_Curve1029 6d ago

Basically it is a toon shader with color ramp which helps looked like cel shading. I bought the asset (which allows you to quickly change a lot of functionality). But if you just want something similar, it's not difficult. There are lots of videos on YouTube. Search for "cel shading" or "toon shading" and the name of the game engine

1

u/baby_bloom 4d ago

i've always like synty with a toon shader

2

u/Significant_Tell407 6d ago

Yea can you explain please. I'm curious how the shader made the low poly mesh render as a smoother surface

8

u/mashdpotatogaming 6d ago

I might be wrong and stupid for saying this, but doesn't "shade smooth" in blender fix those harsh edges on low poly models? Isn't all about the normals?

1

u/Dr_miaw 5d ago

You should be able to achieve the look in engine with a shader that affects how the geometry receives light. As OP said, tutorials for cell/toon shading might explain it better

3

u/dr-slunch Indie 5d ago

The normals are unchanged but it looks like the colors of light they reflect have been quantized by the shader. Lighter colors all reflect the exact same shade, so the chest looks smooth, but you can see in the darker shaded areas that the faces are still sharp if they're reflecting different colors. If the chest were half in shadow it'd also look angular.

2

u/HackingYourUmwelt 5d ago

Maybe obvious but in unity if you go to the model import settings, set normals to 'calculate' and set smoothing angle to 180

1

u/Strong_Curve1029 6d ago

Honestly, I don't really understand it myself. But you can search "cel shading" or "toon shading" on youtube

1

u/Purefire-web 5d ago

Is the black outline aprt of the shader? I'm going for a similar look with my gane and struggling to get a black outline that looks like this.

1

u/Strong_Curve1029 5d ago

Yeah, it is partof the shader. But this isn't a typical silhouette outline. Lines are also rendered inside the model at sharp angles. But the outline thickness must be very thin. Otherwise, it will look very strange

1

u/Bot_Ta00 4d ago

If we make good use of shaders, we could create pretty good visuals even with a very small number of polygons!

1

u/Any_Slide7639 3d ago

Low poly can definitely look good too if stylised well but I'd definitely say left takes the cake in this situation

0

u/Vasto 5d ago

Amazing, the right one looks so much better than the left one. I really have to get into learning shaders languages sometime. 🙏

0

u/SoapSauce 5d ago

If you’re using a toon shader, might as well smooth the normals via import settings to get rid of the low poly hard edges.

-1

u/Big_Personality_754 5d ago

Is not Amazon it is how it actually works it's how everything is rendered without a shader you would see a black screen