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diff --git a/Assets/Scenes/Lab Scene 2.unity b/Assets/Scenes/Lab Scene 2.unity
index fae77c0..2158133 100644
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diff --git a/Assets/Shaders/(TO-DO) Toon Shader.shadergraph b/Assets/Shaders/(TO-DO) Toon Shader.shadergraph
index 3bf3605..3afc8a3 100644
--- a/Assets/Shaders/(TO-DO) Toon Shader.shadergraph
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- "m_DisplayName": "Base Color",
+ "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
+ "m_ObjectId": "f146be61476b4d4aa79c7abd2fca8f7f",
+ "m_Id": 1,
+ "m_DisplayName": "Midtone",
"m_SlotType": 0,
"m_Hidden": false,
- "m_ShaderOutputName": "BaseColor",
- "m_StageCapability": 2,
+ "m_ShaderOutputName": "Midtone",
+ "m_StageCapability": 3,
"m_Value": {
- "x": 0.5,
- "y": 0.5,
- "z": 0.5
+ "x": 0.0,
+ "y": 0.0,
+ "z": 0.0
},
"m_DefaultValue": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
- "m_Labels": [],
- "m_ColorMode": 0,
- "m_DefaultColor": {
- "r": 0.5,
- "g": 0.5,
- "b": 0.5,
- "a": 1.0
- }
+ "m_Labels": []
}
{
- "m_SGVersion": 1,
- "m_Type": "UnityEditor.ShaderGraph.ShaderKeyword",
- "m_ObjectId": "e5a71d711c86416886b209ec634fe2f6",
- "m_Guid": {
- "m_GuidSerialized": "2d4a7eb1-5095-4e3c-a08a-ec0e0b786285"
+ "m_SGVersion": 0,
+ "m_Type": "UnityEditor.ShaderGraph.LerpNode",
+ "m_ObjectId": "f33f2f72108641a28d1ef2a87103d64c",
+ "m_Group": {
+ "m_Id": ""
},
- "m_Name": "Additional Shadows",
- "m_DefaultRefNameVersion": 1,
- "m_RefNameGeneratedByDisplayName": "Additional Shadows",
- "m_DefaultReferenceName": "_ADDITIONAL_SHADOWS",
- "m_OverrideReferenceName": "ADDITIONAL_LIGHT_CALCULATE_SHADOWS",
- "m_GeneratePropertyBlock": true,
- "m_UseCustomSlotLabel": false,
- "m_CustomSlotLabel": "",
+ "m_Name": "Lerp",
+ "m_DrawState": {
+ "m_Expanded": true,
+ "m_Position": {
+ "serializedVersion": "2",
+ "x": 1428.800048828125,
+ "y": -790.3999633789063,
+ "width": 208.0,
+ "height": 325.5999755859375
+ }
+ },
+ "m_Slots": [
+ {
+ "m_Id": "a489e88e7658422f873314d34132a278"
+ },
+ {
+ "m_Id": "9e70689978284244a22a1be4f1ec010a"
+ },
+ {
+ "m_Id": "0ad2e93b3f3247ddab093065a5468219"
+ },
+ {
+ "m_Id": "d1c6119cd6164f1389cd6db1c24ed551"
+ }
+ ],
+ "synonyms": [
+ "mix",
+ "blend",
+ "linear interpolate"
+ ],
+ "m_Precision": 0,
+ "m_PreviewExpanded": true,
"m_DismissedVersion": 0,
- "m_KeywordType": 0,
- "m_KeywordDefinition": 1,
- "m_KeywordScope": 0,
- "m_KeywordStages": 63,
- "m_Entries": [],
- "m_Value": 1,
- "m_IsEditable": true
+ "m_PreviewMode": 0,
+ "m_CustomColors": {
+ "m_SerializableColors": []
+ }
+}
+
+{
+ "m_SGVersion": 0,
+ "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
+ "m_ObjectId": "f46e49fd0c884943b7118b3ab3d72d89",
+ "m_Id": 0,
+ "m_DisplayName": "Out",
+ "m_SlotType": 1,
+ "m_Hidden": false,
+ "m_ShaderOutputName": "Out",
+ "m_StageCapability": 3,
+ "m_Value": {
+ "x": 0.0,
+ "y": 0.0,
+ "z": 1.0
+ },
+ "m_DefaultValue": {
+ "x": 0.0,
+ "y": 0.0,
+ "z": 0.0
+ },
+ "m_Labels": []
+}
+
+{
+ "m_SGVersion": 0,
+ "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
+ "m_ObjectId": "f5ca075757a8494f9bedf303451f6530",
+ "m_Id": 5,
+ "m_DisplayName": "G",
+ "m_SlotType": 1,
+ "m_Hidden": false,
+ "m_ShaderOutputName": "G",
+ "m_StageCapability": 2,
+ "m_Value": 0.0,
+ "m_DefaultValue": 0.0,
+ "m_Labels": []
}
{
@@ -506,3 +3298,48 @@
"m_Space": 0
}
+{
+ "m_SGVersion": 0,
+ "m_Type": "UnityEditor.ShaderGraph.Vector2MaterialSlot",
+ "m_ObjectId": "fa892c4c8562415e85ca7047316870f8",
+ "m_Id": 3,
+ "m_DisplayName": "Out",
+ "m_SlotType": 1,
+ "m_Hidden": false,
+ "m_ShaderOutputName": "Out",
+ "m_StageCapability": 3,
+ "m_Value": {
+ "x": 0.0,
+ "y": 0.0
+ },
+ "m_DefaultValue": {
+ "x": 0.0,
+ "y": 0.0
+ },
+ "m_Labels": []
+}
+
+{
+ "m_SGVersion": 0,
+ "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot",
+ "m_ObjectId": "ff0ae63ba359471e8d8699d775cffbf6",
+ "m_Id": 0,
+ "m_DisplayName": "In",
+ "m_SlotType": 0,
+ "m_Hidden": false,
+ "m_ShaderOutputName": "In",
+ "m_StageCapability": 3,
+ "m_Value": {
+ "x": 0.0,
+ "y": 0.0,
+ "z": 0.0,
+ "w": 0.0
+ },
+ "m_DefaultValue": {
+ "x": 0.0,
+ "y": 0.0,
+ "z": 0.0,
+ "w": 0.0
+ }
+}
+
diff --git a/Assets/Shaders/Includes/LightingHelp.hlsl b/Assets/Shaders/Includes/LightingHelp.hlsl
index d828ee9..0192c5a 100644
--- a/Assets/Shaders/Includes/LightingHelp.hlsl
+++ b/Assets/Shaders/Includes/LightingHelp.hlsl
@@ -20,12 +20,16 @@ void GetMainLight_float(float3 WorldPos, out float3 Color, out float3 Direction,
#endif
}
-void ChooseColor_float(float3 Highlight, float3 Shadow, float Diffuse, float Threshold, out float3 OUT)
+void ChooseColor_float(float3 Highlight, float3 Midtone, float3 Shadow, float Diffuse, float Threshold1, float Threshold2, out float3 OUT)
{
- if (Diffuse < Threshold)
+ if (Diffuse < Threshold2)
{
OUT = Shadow;
}
+ else if (Diffuse < Threshold1)
+ {
+ OUT = Midtone;
+ }
else
{
OUT = Highlight;
diff --git a/README.md b/README.md
index b51f9a7..640b16d 100644
--- a/README.md
+++ b/README.md
@@ -1,42 +1,14 @@
-# Lab 05 - Stylization!
-Let's practice adding stylization to a 3D scene using Unity's shader graph!
+# Lab 05 - Stylization - Saksham Nagpal & Kyra Clark
+Practicing stylization to a 3D scene using Unity's shader graph
-## Introduction
-We will be stylizing a "toon" look by creating a shader in Unity that supports shadows and multiple lights in real-time! In the process, you will gain some familiarity with Unity’s shader graph.
+### 1. Simple two-tone toon shading
-## What’s provided:
-This tutorial video will cover the base code, and then go over the process of making a limited version of a toon shader.
+![](images/part1.png)
-[Lab Overview and Puzzle 1 Tutorial Video](https://youtu.be/jc5MLgzJong)
-
-## Lab Puzzles:
-The goal of each puzzle will be to replicate the look of each puzzle’s image.
+### 2. Toon shading with 3 tones
-### 1. Puzzle 1: Simple two-tone toon shading
+![](images/part2.png)
-
+### 3. Stylized Shadow
- * Follow the tutorial to create a 2 band toon shader, and then create multiple materials based off of the shader graph
- * Attach those materials to the objects (the sphere and plane) in the default scene "Lab Scene 1" to produce a look similar to the one above!
-
-### 2. Puzzle 2: Leveled-up toon shading
-
-
-
- * Edit your materials to allow for a 3rd color in your scene, such that you have highlights, midtones, shadows on your objects. Edit your shader so that the thresholds on these values are adjustable.
- * Shade the sonic and shadow receiving plane in "Lab Scene 2" to get a look similar to the one above!
-
-### 3. Puzzle 3: Stylized Shadow
-
-
-
- * Use one of the provided texture png’s in order to add a screenspace shadow pattern onto the shadows of the scene!
- * Hint 1: What does the "ShadowAttenuation" variable do?
-
-Extra Credit:
- * Add some soft interpolation at the edges of your bands, for smooth transitions between color bands. Create a "smoothness" parameter that adjusts the degree of smoothness!
-
-# Submission:
-- Create a pull request against this repository
-- In your readme, add screenshots of your results for Puzzles 1, 2 and 3
-- Profit
+![](images/part3.png)
diff --git a/images/part1.png b/images/part1.png
new file mode 100644
index 0000000..92e43bc
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diff --git a/images/part2.png b/images/part2.png
new file mode 100644
index 0000000..0c147a8
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diff --git a/images/part3.png b/images/part3.png
new file mode 100644
index 0000000..372f84f
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