#Toon shader not receiving shadows
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There's the obvious stuff of is your toon shader set to receive shadows, and is your light casting realtime shadows
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
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?
Yes for mixed, that one does cast realtime shadows
I'm not entirely sure how the Three Color shading works but in my experience direct shadows use the 1st shading color, making the 2nd shading color optional
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
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?
It's a separate issue, ambient light is added after direct light attenuation as per Light Probe Intensity property
When in doubt, make a new toon material and only set the Three Color shading colors
Only one step is required really, to define the "1st shading map" color
No texture maps or checkboxes needed
This setting worked for me! I now have cel shading + outline + receiving shadows.
Still working to improve the apv a bit
Yup, those settings did it. Thanks Spazi!
With these settings ambient light will only affect the part of your toon material that's in direct light
If it does so at all
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
APVs not baking anything would be a result of your level geometry not set as Contribue GI static during the bake
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)
It's a NaN error in the toon shader outline
https://discussions.unity.com/t/toon-shader-renders-black-faces-when-face-aligns-with-y-or-z-axis/918809/2
As in your example it looks to be happening when aligned with world axis so the fix is probably the same