#Feature Examples - Cel Shader issue

1 messages · Page 1 of 1 (latest)

hard cairn
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Hello everyone! I've been trying to make my own toon shader, and I've been using the CustomLightingCelShader example from Feature Examples (Shader Graph) as a reference. But I've noticed that when applied to a cube, and scene has no directional lighting - the color of the cube breaks and one of the sides becomes extremely bright. The original shader has not been altered in any way shape or form, so I am not sure what's wrong in here. I am using Forward+, scene has no directional lighting. Would appreciate some help, ask if you need any more information.

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changing space from tangent to object reduces the issue but does not elliminate it:

hard cairn
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i have a suspicion that changing this CustomLighting sub graph would fix the issue

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but im unsure where to look for the problem

hard cairn
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ive managed to heavily mitigate the issue by introducing a direction light with very very low intensity. not enough to affect the scene but just enough to reduce the issue by ~95%. i would still like to get a better way of doing it, since directional lights are a bit of a pain to work with

acoustic rivet
hard cairn
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Only one side is lit and it gets gradually less lit the more it is away from that angle

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Currently adding a black colored directional light negates the issue entirely

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Weird it happens in the first place tho

hard cairn
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it was happening on the -z face

acoustic rivet
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The official Toon shader has a similar error deep in its lighting calculations
But that may just be a coincidence

hard cairn
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official samples

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:]

acoustic rivet
hard cairn
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guess it's just their lighting calculation bug