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- TOONY COLORS PRO BACKFACE CULLING HOW TO
- TOONY COLORS PRO BACKFACE CULLING GENERATOR
- TOONY COLORS PRO BACKFACE CULLING ANDROID
- TOONY COLORS PRO BACKFACE CULLING FREE
I've also been doing some more research in trying to get better outlines on spine characters in Unity.I want to be able to change the colour and thickness of the outlines. (These are the standard terms in colour grading for film). The shadows, midtone and highlights have been replaced with lift, gamma and gain. The colour grading is a little more complicated though.
TOONY COLORS PRO BACKFACE CULLING HOW TO
This video explains how to use it: Unite 2016 - What's New with Unity's Image Effects and Post Processing Stack - YouTube Unity have an 'Uber' shader set in the works that is really promising though from an artist's perspective. I'm going to do some further research and will append my notes with the solutions I've found on this at some point too.Īlcyongames 작성:I've re-read your slides and they're so amazing! Thanks again! haha No problem! I've learned recently that the way I approached the stack of post processing effects is not very efficient. The other solution is to scale in x to flip the character but I don't know if that would break other things. They are a really feature complete shader set. Todd River's sprite shader's can render both sides of a mesh too which is really cool.
TOONY COLORS PRO BACKFACE CULLING GENERATOR
The toony colours shader has a shader generator tool which I used to test this and it worked but it wasn't the exact same shader and I lost some of the soft lighting. I've also realised that using spine flip doesn't work for the shader I suggested using above.To get it to render correctly you have to use a double sided material which renders normals on both sides of a mesh.
TOONY COLORS PRO BACKFACE CULLING FREE
I'll try put together some notes on it if I get some free time. I don't think there's anyway to get additive lighting working using the alpha cutout material using the one spine skeleton. Or depending upon how complex your effects are you could just import and animate the sprites in unity itself and give them a material with the particles-additive shader. I think you'd have to have the effects use a different spine skeleton that uses the spine premultiplied-alpha shader and just layer them on top of the character. 첨부파일Īghhh thanks for the positive feedback. The ability to write to depth and use sobel depth edge detection for premuliplied alpha i cool! I need to play around with it a bit more though. I think I'd have to redesign some elements of the art to make better use of the shaders but they are pretty great too. Using a circular texture ramp instead of a horizontal ramp seems to have fixed it. I couldn't get my lighting or normals to behave as I wanted them to. I finally figured out what I was doing wrong with those sprite shaders (or at least part of the problem). The other effects were all from the cinematic image effects suite: !/content/51515 It comes with the Unity standard asset image effects. I used edge detection on the camera to get the outlines. I think it still might look a little jaggy in places because the sprite edges might not be perfect. I think I used SMAA or FXAA (I can't remember which one) and it definitely does help clean up some of the outline jagginess on the art. Gonna do some digging and see if I can get them to work. Whatever the problem was it was definitely my fault! I'll try out those shaders again later and I'll post my results.Įdit: I think I may have had problems with normal maps in the past instead. Looking back on it it was probably because I was using an older spine runtime for Unity with an older project and I don't think I had the option of adjusting the z spacing on the spine animation. My triangles simply get a color from the fragment_shader.I tried out those shaders before but I think I had some problems with z fighting on my sprites. The only thing I could think of is: GLES20.glUniform4fv(mColorHandle, 1, color, 0)
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Quick question: Is there anything else I should take care of to display every triangle from both sides? If I rotate my view by 180 degrees, these triangles are finally drawn and others disappear. So I deactivated it in onSurfaceCreated of my Renderer: GLES20.glDisable(GLES20.GL_CULL_FACE) This problem probably occurs because of Backface-Culling.
TOONY COLORS PRO BACKFACE CULLING ANDROID
I'm projecting a building in OpenGL ES 2.0 in Android and have the strange behaviour, that some walls are only shown in a specific angle.
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