[Shader Properties Guide]

  1. Shader Name : CVFX_SG_OutlineShader.shadergraph

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Outline_Color

Outline_ColorScrollTex

Outline_Thinkness

Outline_Brightness

Outline_ColorTexScrollSpeed

Noise1_Intencity

Noise2_Intencity

Noise1_Tile

Noise2_Tile

Noise1_Scale

Noise2_Scale

Noise1_Speed

Noise2_Speed

Color of outline

Outline_ColorScrollTex in screen coordinates is multiplied by the outline color.

Thickness of outline

Brightness of outline

Scroll speed of Outline_ColorScrollTex - moves in opposite direction when entering a negative value

Intensity of Noise 1 - As the number increases, the mesh deforms significantly due to the noise.

Intensity of Noise 2 - As the number increases, the mesh deforms significantly due to the noise.

Tile value of noise1

Tile value of Noise2

Grain size of noise1

Grain size of noise 2

Scroll speed of noise 1 - moves in opposite direction when entering a negative value

Scroll speed of noise 2 - moves in opposite direction when entering a negative value

  1. Shader Name : CVFX_SG_CellShade.shadergraph

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Gradient Tex

MainTex

Color

GI Mix

Ambient Mix

Set the color of the shading level to the texture.

Sets the main texture of the mesh.

This is the color that becomes the base of the mesh.

Baking GI color is added to the current cell rendering color.

Sky Color is added to the current cell rendering color.

*The cell shade is constructed simply. Shadow processing or additional lights must be implemented separately.

*Please check the demo scene for more details.

[Shader Usage Example]

Demo Scene Setup

Demo Scene Setup

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<aside>

You need to apply two materials to the Skinned Mesh Renderer.

</aside>

CVFX_M_CellShade only handles basic cel shading, so please use your own cel shader if needed. The outline shader must be added beneath the cel shader in the material slot order.

It is also recommended to attach the provided particle effect to the character’s head bone.

It is also recommended to attach the provided particle effect to the character’s head bone.

We’ll use Unity-Chan for testing. Unity-Chan is available for free on the Unity Asset Store.

We’ll use Unity-Chan for testing. Unity-Chan is available for free on the Unity Asset Store.

1. On the Skinned Mesh Renderer of the body, click the “+” button to add another material slot.

  1. On the Skinned Mesh Renderer of the body, click the “+” button to add another material slot.

2. Assign the outline shader to the newly added slot.

  1. Assign the outline shader to the newly added slot.

Applied Example

Applied Example

If your mesh uses multiple materials on a single object,

If your mesh uses multiple materials on a single object,

duplicate the object,

duplicate the object,

remove the original materials,
and assign the outline shader to the duplicated version.

remove the original materials, and assign the outline shader to the duplicated version.

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Result After Applying

Result After Applying