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# Toon Shading | ||
![alt text][logo] | ||
# kShading | ||
### Shading models for Unity’s Universal Render Pipeline. | ||
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[logo]: https://cdna.artstation.com/p/assets/images/images/007/124/644/large/matt-dean-screenshot01.jpg?1503872324 "Demo Scene" | ||
![alt text](https://github.com/Kink3d/kShading/wiki/Images/Home00.png?raw=true) | ||
*An example of a scene using Lit Toon shading.* | ||
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A collection of "Toon" shaders based on a stepped PBR approximation. | ||
kShading is a package of shaders for Unity's Universal Render Pipeline. It includes: | ||
- **Lit:** A physically based shader that supports all default Universal surface properties as well as anisotropy, clear coat, sub-surface scattering and transmission. | ||
- **Toon Lit:** A cel style shader that supports all features of the **Lit** shader but uses a stepped physical approximation BSDF. | ||
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Toon Standard Shader: | ||
- Custom "Toon" cel style BRDF | ||
- Specular / Smoothness | ||
- Energy conservation approximation | ||
- Wrap based transmission approximation | ||
- Custom ShaderGUI | ||
Refer to the [Wiki](https://github.com/Kink3d/kShading/wiki/Home) for more information. | ||
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Toon Water Shader: | ||
- Uses same BRDF as above | ||
- Voronoi based procedural waves | ||
- Depth buffer to world position intersection for wave crests | ||
- Approximated transmission and refraction | ||
- Planar reflection | ||
- Buoyancy calculation | ||
## Instructions | ||
- Open your project manifest file (`MyProject/Packages/manifest.json`). | ||
- Add `"com.kink3d.shading": "https://github.com/Kink3d/kShading.git"` to the `dependencies` list. | ||
- Open or focus on Unity Editor to resolve packages. | ||
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Contains: | ||
- Toon Standard shader | ||
- Toon Water shader | ||
- Buoyancy controller | ||
- Demo scene | ||
- Source assets | ||
## Requirements | ||
- Unity 2019.3.0f3 or higher. |
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