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Toony colors pro maya tutorial
Toony colors pro maya tutorial











toony colors pro maya tutorial

Blended: allows you to set a blending mode to the outlines, to make them transparent for example.Unity then loads an internal shader variation based on the settings chosen, just as it regularly does to turn lightmaps on or off for example (using multi_compile directive) shader file depending on the selected features (outlines for example) Internally the shader selection works in two steps:

toony colors pro maya tutorial

You can then select the options you want for your material (bump, specular, rim lighting, outlines.) and it will automatically choose the correct shader, making sure you don't have any unused feature loaded. TCP2 will additionally load the relevant Outline shader if that feature is enabled.Īssign one of the Unified Shader to your material(s) depending on the device you target:

  • Toony Colors Pro 2 > Standard PBS (Specular) for the Specular workflowįrom there, similarly to Unity's Standard shader, the correct subshader will be used based on the texture maps and features used, as well as the target platform (meaning that the mobile version of the shaders will automatically be loaded when targeting mobile devices).
  • Toony Colors Pro 2 > Standard PBS for the Metallic workflow.
  • TOONY COLORS PRO MAYA TUTORIAL CODE

    Shader Generator: more features to choose from, and get the ultimate stripped-down shader with just the code you needĪssign the following shaders depending on the wanted workflow: Stylization in 1 click: the shader will get settings defined for a material using the default Standard shader unlike Standard where everything has specular and reflections, you can entirely disable these features in Legacy thus resulting in a faster shader Higher Cost: the Standard shader generally requires more GPU power than the Legacy ones (even though there's also a mobile version)īetter Performance: e.g. Less consistency: you may have to readjust material settings so that they fit in each environmentĪutomatic mobile version: the correct shader is loaded internally depending on the target platform comic-book like visuals using features like halftone or sketch features Limited value ranges: you can't go too much outside the "physical" values and get extreme results (that's actually the whole point of PBS!) Works in all lighting settings: no need to do further tweaks to materials once they're properly configured Longer material setup: more control means more settings to adjust! More control: you can precisely tweak all values to get the exact look wanted Less stylization options: features like sketch or textured threshold are not supported in the PBS shaders Here is a pros/cons list that can help choosing between either workflow: Standard PBSĮasier material setup similar to Unity's Standard shader, with additional stylization options In such cases, using PBS shaders should be avoided in favor of the Legacy ones. Choosing between the two workflows might not be as easy as it seems: because TCP2 is used to get stylized visuals, there may be some cases where you want to avoid replicating the physical reality of light interaction.













    Toony colors pro maya tutorial