#Toon shader not receiving shadows

1 messages · Page 1 of 1 (latest)

supple silo
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Hello! Not sure if this is the right place to post this, but I am experimenting with the toon shader on my dots game... I'm using adaptive probe volume + baked global illumination. And I cannot get the shadow of the wall to cast over the vehicles... Is there anything I might be missing??

hidden cargo
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Your APVs judging from the probe previews don't have any lighting information on them except the skybox, so they don't have an effect on shadows

supple silo
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I indeed enabled the shadow properties on the material. [See this image]
And shouldn't the Directional Light be set to Mixed since I am using Subtractive Baked GI?

hidden cargo
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Now it looks like you're using the second one as optional, which may be the reason your direct shadows are cut off from it

supple silo
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I tried playing around with those, still nothing...
Besides...The apv can't seem to get light information, after baking. All probes on the probe preview seem to be colored the exact same way(except those that are inside a static mesh). Do you think this has something to do with that?

hidden cargo
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When in doubt, make a new toon material and only set the Three Color shading colors

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Only one step is required really, to define the "1st shading map" color

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No texture maps or checkboxes needed

supple silo
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This setting worked for me! I now have cel shading + outline + receiving shadows.

Still working to improve the apv a bit

hidden cargo
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Light Probe Intensity slider's effect is pretty vague, sometimes it can have an effect even at 0, but only to types of shading that are checked from the list

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APVs not baking anything would be a result of your level geometry not set as Contribue GI static during the bake

supple silo
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I see

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Thank you

supple silo
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Do you have any idea why this blinding light happens? I applied the shader to this object... Seems to stop happening when I turn off bloom from the rp asset(even though the volume profile is disabled on the scene)

hidden cargo