Returns the tangent of the value of input In. However, that also means Unlit materials don’t receive shadows by default. The shading becomes darker where the sphere is not in direct light.

Now we need to increase the strength of the specular light - if we added it now, we’d get a large white blob covering most of the material (including the bits that are meant to be darkened by the diffuse light) instead of a small, bright highlight.

We’ll then use Unity’s built-in functions to determine how we will retrieve lighting information. Now let’s multiply that by the light color, and we should have some promising results. Our model is currently missing texture, and I think we should do something about it. In this section, we’ll introduce what Shader Graph is, how to create new graphs, and how they relate to the traditional shader code we’ve been writing so far.

If you hold an object up to the light, you will sometimes notice a bright white highlight where the light is reflecting directly off the surface into your eyes - this is specular light, and it is dependent on the view direction, v as well as the surface normal, n, and light direction, l. To calculate the amount of specular light at a point, we first calculate what’s called the half vector, h, between the view and light directions, which is equal to their average. Each component should be within the range of -Pi/2 to Pi/2. You’d think we would also use the light direction such that only the dark areas of the object gets lit by rim lighting, but since lighting is additive, anywhere that is already lit by diffuse light can safely have rim lighting added without actually increasing the light level of that part of the object. You may notice that there is no node to get light in the Shader Graph.

Stick a Transform node on the graph to transform between Tangent and World space, with Type set to Direction.

Converting to HSV lets us use the lightness channel to sample a lighting ramp texture.

If you’ve used Unreal Engine or even Blender, you may have come across similar node-based systems already. Other types of lighting will be added to the ambient light. We’ll wire up the Fresnel calculations we’ve done so far into the On pin, and leave the default value of 0 for the Off pin. How big is your texture array? More advanced systems such as Global Illumination and Ray-tracing can model indirect light perfectly, but it’s far easier for us to model ambient light as a constant value added to all objects in the scene as an approximation. The higher the input to Power, the thinner the Fresnel effect is - so we’ll take the Reciprocal of Rim Strength and use that for the Power. The easiest type of light to model is ambient light, which is a measure of indirect light on an object. Just before the existing ambient light Add node, Multiply the result of the Albedo & Tint group with the diffuse light we just calculated and pass its result into Add. Remember the Add node we left as a placeholder while we were dealing with the specular lighting calculations? . Returns -1 if the value of input In is less than zero, 0 if equal to zero and 1 if greater than zero. Splits a square matrix defined by input In into vectors. Provides access to various parameters of the Camera currently being used for rendering.

Returns the result of input A minus input B. Returns the value of input In converted from radians to degrees. Shader Graph is Unity’s new-ish node-based shader editor.

The Create Node dialog will appear (you can also open this with right click->Create Node) - either type in the word “color” and select the Color node or navigate to Input->Basic->Color using the menus. Ideally, we would have a way of changing the colour on the material directly - for that, we can use Properties. In Shader Graph, you can find a list of properties on the Blackboard.

That’s ambient light dealt with! Let’s have one final look at what this looks like in practice with the normal map applied to Ethan: Shader Graph is a powerful and flexible tool for writing shaders. Start off with a new MainLighting node (you can use the same one as before, but you’ll have wires hanging all over your graph) and wire its Direction pin to a new Add node. The following group of nodes will replace every instance of Normal Vector nodes on the main graph, so you can go ahead and delete all three times we used one.

It’s sometimes used in photography to make an object stand out from a dark background for that reason. There are several ways to do that, but we’re going to use a lighting ramp texture - I’ve based this on what Ciro Continisio did in his tutorial.

To get a normal vector in world space, we have to use the Normal Vector node with the World option selected. For a long time, I wanted to create a toon shader with this cool multi-step shading. And if you are interested in getting emails when I release a new post, sign up for the newsletter! First, we’ll add a new property called Smoothness of type Vector1 to let us set the amount of specularity in the material Inspector - give it a default value of 0.5 and make sure Exposed is ticked. SRP also brings support for Shader Graph, Unity’s new node-based shader editor. You’ll be familiar with Properties if you’ve written traditional shaders before.

To connect that texture with our current value of the shadow, we can just multiply the value from the texture sample and the result of the ramp and light multiplication.

(Shader Graph tutorial), Shaders Case Study – Brawl Stars: Toon Shading. The specular ramp sampling is identical, apart from the UV coordinates. Custom Lighting in Shader Graph: Expanding your graphs in 2019, Making a Toon Shader with Unity!

Returns the largest integer value, or whole number, that is less than or equal to the value of input In. Create a new material and select the graph we just wrote using the Shader drop down menu - you’ll find it under the Shader Graphs submenu - then attach the material to a sphere to see it turn whatever colour you defined on the graph. Here’s the full code listing for those who skipped to the end: Now we can add a Custom Function node to use this code.

Returns the arcsine of each component the input In as a vector of equal length. Then, we can connect the output of the Albedo & Tint group to the other input of Add and replace the master Emission slot with the output of that Add node. Connecting Normal Vector and Dot Product nodes.

Unity provides the GetMainLight function which returns a Light object, from which we can get the Direction and Color directly. Save my name, email, and website in this browser cookies for the next time I comment.

Now, use that Vector2 for the UV field of a new Sample Texture 2D LOD node, with the Lighting Ramp and Sampler State properties in the Texture and Sampler pins respectively. All properties can be searched using their name and will be distinguished from other nodes with the same name with the “Property:” prefix.

Creates a sphere mask originating from input Center. Next, we need to transform the normals from tangent space into world space. We’ll replace the existing Color node (you can delete it by right-clicking and selecting Delete) and plug this new Tint property node into the Emission pin.

Programming geek with love to clean high-quality code. Returns the value of input In converted from degrees to radians. Returns a pseudo-random number that is between the minimum and maximum values defined by inputs Min and Max.

You should pass the Direction through a Normalize pin first so that our dot product calculations are correct. The Blackboard - by default in the top-left corner - contains a list of properties and keywords. In the bottom-right by default is the Main Preview, which displays a live-updating preview of what your material looks like (according to the default property values set in the Blackboard).

For normalized input vectors, the Dot Product node returns 1 if they point in exactly the same direction, -1 if they point in completely opposite directions and 0 if the vectors are perpendicular. There are several components that make up the final lighting value - let’s explore each one.

This is a bit out of scope for this tutorial so I’ll kind of gloss over this bit.

Here’s the lighting ramp texture I’ve used (it’s included in the project files at 128x2 resolution, and this version has an outline so you can see it properly): Two lighting ramps - one for diffuse and one for specular - included in one texture. Then, we can plug in the colour we want to use for the material into the Emission channel. Unity will still apply the shadow to the material, but it won’t calculate any other lighting on the material. Set the Albedo to black and Metallic and Smoothness both to 0 by modifying the values on the small tabs connected to those inputs. Use a Sample Texture 2D node, and the texture will pop up in a little window. Unity then applies lighting to the object based on these properties. Then, we’ll need to do all of the above between the output of the Specular Lighting group and the Add node that it’s connected to, with only one difference: the Y value of the Vector2 node is 1 instead of 0.

Ethan with diffuse, specular and Fresnel lighting. We can add a keyword using the Blackboard plus-arrow menu. If Unity is rendering a preview window inside Shader Graph, it doesn’t actually have access to a main light at all, so we’ll provide “fake” output values to pretend there is a light. On top of that, much of the boilerplate code required when writing shaders is removed - graphs tend to only include directly relevant information.

Returns the value of input In rounded to the nearest integer, or whole number. We’ll connect the new Albedo node to the Texture input pin of the Sample Texture 2D node, then connect the RGBA output node to a new Multiply node. Now we’ll add the specular highlights.

If you have an object standing in front of a light source, you might see the light ‘bleeding’ round the edges of the object to create a kind of bright outline - that’s rim lighting, which you can see clearly in the Breath of the Wild screenshot below.

We can connect it to the Dot Product node. Now that we’ve finished the lighting model, you’ll notice the material isn’t cel-shaded at all. You can rename each one by double-clicking the name once it’s been added.

Returns the arctangent of the value of input In. Returns the exponential value of input In. We’ll wrap the node in a Sub Graph, and finally, we’ll use the Sub Graph in our main graph.

Finally, create a new Normal Vector node and Dot it with the Normalize node - that’s NdotH done!



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