#Cel/Toon/Flat Shading (Reopened)

1 messages · Page 1 of 1 (latest)

rare spruce
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Heya, i'm trying to migrate from R3F to Godot for my 3D "game". Previously, I'm already achieve this kind of toon shading. But, I'm having some trouble with that on Godot. I'm understand that shaders on Godot behaves differently with one on R3F. Unlike R3F, in Godot, I should put shader on each node. I also already watch this video https://www.youtube.com/watch?v=io2y8RgF39A ,but still, i don't really get know how to put the shader on. So, maybe anyone can help me with that? Thanks!

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fading talon
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Also keep in mind that the StandardMaterial3D already supports toon shading and lighting, in case you don't need anything more advanced like this shader.

rare spruce
fading talon
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Just set diffuse and specular to "toon". Nothing fancy, but might be good enough

rare spruce
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Owh! Miss that!

rare spruce
fading talon
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What is the old material?

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I mean, how are you currently colouring/texturing your meshes?

rare spruce
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Something like this

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Ahhh

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I'm so stupid

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Just remembered that I can make unique copy of the material, and modify it there

fading talon
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Yea.. if each coloured area is its own material in the imported model, you'd have replace them individually afaik. If you have a lot of materials it might be possible to write code which goes through all of them, copies them, and reassigns the modified copy to the mesh.

rare spruce
fading talon
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No problem 🙂

rare spruce
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Cel/Toon/Flat Shading (Reopened)

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Expected

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Result

fading talon
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You mean the vertical banding?

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Or that the shader produces kind of stepped zones with different lightness?

rare spruce
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The previous renders has none of it