Number of Master Materials: 4 (Lit, Unlit, Shell, Icon)

Number of Material Instances: 15 Examples

Number of Textures: 5 (2-16×256, 1-16×128, 5-256×256)

Number of Blueprints: 7, 1 interface

Intended Platform: Windows

Documentation Included: Yes

Supported Development Platforms: All

Supported Target Build Platforms: Windows

The Paragon character in the Product Gallery is not included in the pack. All content in the Demo folder is for demonstrational purposes only.

Ready for your requests. Remember that your positive rating and comments are my fuel for the next update.

主材料数量: 4(点亮,未点亮,外壳,图标)

材质实例数: 15例子

纹理数量: 5(2-16×256,1-16×128,5-256×256)

蓝图数目: 7、1接口

预期平台: 窗户

包括文件: 是的

支持的开发平台: 全部

支持的目标构建平台: 窗户

产品库中的Paragon字符不包括在包中。 演示文件夹中的所有内容仅用于演示目的。

准备好你的要求。 请记住,您的积极评价和评论是我下次更新的燃料。










[Showcase/Tutorial]

[Documentation]

The main references to create Anime Toon Shading were “Gravity Rush” and “Dragon Ball FighterZ” so if you want to achieve this kind of feeling with dynamic cartoon lighting in your game, then this package will be a perfect starter for you.

Anime Toon Shading is a post-process independent approach to cartoon style effect, which means it uses a geometry-based shading model that allows customizing every character on the scene to specific lighting conditions and works perfectly in the forward rendering mode.

Features:

  • Advanced material configuration instanced per-object specular/shading/outline
  • Dynamic directional light and multiple dynamic point lights can affect actors
  • Material function, which can be used as an unlit/lit material
  • Tested on meshes from Paragon (great for stylizing assets)
  • Geometry-based shading. No need to use post-process uses
  • Very fast and GPU-friendly, forward rendering mode works in VR and mobile.
  • Interface for an easily combined dynamic toon lighting system with any actor
  • Outline shell mesh (additional mesh rendered from inside)
  • Multiple parameters were designed with the thinking of customizing shading on characters
  • Anisotropic specular (hairs), mat caps support (Eyes, Metal)
  • Translucent materials (alpha and masked)
  • Gradient texture creator
  • Two-dimensional gradient fresnel/shadow
  • Easy to integrate with external post-process.

[展示/教程]

[文件]

创建动漫卡通阴影的主要参考是”重力拉什”和”龙珠FighterZ”,所以如果你想在你的游戏中实现这种动态卡通照明的感觉,那么这个包将是一个完美的开始为你。

动漫卡通阴影 是一个后处理独立的卡通风格效果方法,这意味着它使用一个基于几何的阴影模型,允许定制场景中的每个角色到特定的照明条件,并在向前渲染模式完美工作。

特征:

  • 高级材质配置实例化的每个对象镜面/阴影/轮廓
  • 动态定向光源和多个动态点光源会影响actor
  • 材质功能,可用作未点亮/点亮的材质
  • 在Paragon的网格上测试(非常适合风格化资产)
  • 基于几何的着色。 无需使用后处理用途
  • 非常快速和GPU友好,正向渲染模式工作在 VR/VR流动电话.
  • 与任何actor轻松组合的动态toon照明系统的接口
  • 轮廓外壳网格(从内部渲染的附加网格)
  • 设计了多个参数,并考虑了自定义字符阴影
  • 各向异性镜面(毛发),垫帽支撑(眼睛,金属)
  • 半透明材料(alpha和masked)
  • 渐变纹理创建器
  • 二维渐变菲涅耳/阴影
  • 易于与外部后处理集成。
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