#Had anyone tried out the URP 6.3 Toon Light shader graph? UPDATE: It is clearly broken
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more examples - you can see plane having fully black color instead of more logical banding ) although they are enabled
similarly you get broken lights on intersections of differently oriented planes/normals
Some "brokenness" I would expect because normal attenuation causes discontinuity in differently angled surfaces which becomes more apparent with banded light falloff
I haven't used the new graphs, but you could show the nodes and settings of this one
And also show a comparison of one of the angles after swapping to default Lit shaders, and optionally the non-graph Toon Lit also
Not exactly what I asked to see
unity lit vs toon shader
toon shader and its additional light subgraph
rotating the plane slowly gives the bands
Do you not want banding? That's what the shader is set up to do
it gives incorrect bands
compare the standard lit with the toon
the toon works fine in all directions except for one
I have a suspicion something is wrong with the normal vectors or somethng but I have no clue what exactly
rotation is one along y but i think z is the culprit. Or maybe x
You are right
here is a clear repro
using default meshes and the toon template with default values
Next thing you can do is try to pintpoint which part of the lighting calculations this error is occurring
Basically the "Customizable light samples Unity 6.3" are a dissapointment. First image - Standard URP Lit, second - custom URP node, third speculars are broken in simple node, fourth - toon shader, broken speculars affect it
If anyone has any suggestions for good toon shaders which can be used as nodes to existing lit/unlit urp shadergraph, please let me know