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
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.
Demo Scene Setup
<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.
We’ll use Unity-Chan for testing. Unity-Chan is available for free on the Unity Asset Store.
Applied Example
If your mesh uses multiple materials on a single object,
duplicate the object,
remove the original materials, and assign the outline shader to the duplicated version.
Result After Applying