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Global Ramp
Toon RP allows controlling lighting ramp (smoothness and threshold) globally for all materials.
To specify a custom ramp per-material, use the Override Ramp
material option.
Threshold
controls where the shadow should begin, Smoothness
- how smooth should it be.
Separate sets of the parameters are available for diffuse, specular, and rim lighting.
The following global ramp modes are available:
Makes the shadow crisp as with zero Smoothness
, but prevents aliasing artifacts.
Specifies the ramp as a greyscale texture, which allows to specify various number steps, varying smoothness, etc.
In addition, one can make it vary along the vertical axis. By default, UV is used to compute the vertical position along the ramp, but the source can be arbitrary in a Shader Graph.
📝 Note:
Texture
mode also affects specular and rim lighting. Specular and rim ramp parameters (Threshold
andSmoothness
) serve as way to control the ramp for specular and rim separately and more precisely.
Example:
To simplify ramp texture creation, Toon RP comes with a utility to generate basic ramp textures. It is located in Window/Toon RP/Ramp Generation Utility
.
Ramps are defined via the default Unity gradient editor.
💡 Tip: crisp ramps are easier to construct using the
Fixed
gradient mode (as upposed toBlend
).
Getting Started
Platform Support
Lighting and Shadows
- Global Ramp
- Shadows
- Variance Shadow Maps (VSM)
- Soft Shadows
- Additional Lights
- Additional Light Shadows
- Tiled Lighting (Forward+)
- Blob Shadows
- Fake Additional Lights
- Baked Lighting
Render Quality
Miscellaneous
Post-Processing
- Post-Processing Stack
- Bloom
- Inverted Hull Outline
- Screen-Space Outline
- SSAO
- Motion Blur
- Sharpen
- Light Scattering
Making Custom Shaders
Debugging