I’m not sure if this is the right sub-category (General Graphics) or if it should be under URP (since I’m using URP) or Shader.
I’m working on improving the rendering for my current project and I want it to look like this [insert reference image or description]. However, I’m not sure how to achieve this look.
The flat colors suggest that I might start with cel-shading, with some edge border… I found a lot of people talking about toon-shading when they use thoses features but color are not the same (do this come from texture ? Or color manipulation on post-processing ?)
But even with all of that, it seems more complex than that, almost like it’s hand-drawn (cel shading will render flat color right, and we still can see “materials texture”).
I’m new to post-process rendering, so any tips or guidance would be greatly appreciated!
Yes, from a technical standpoint this is just cell shading.
However textures on these objects are also hand-painted. Which means that if you have already made assets that use photorealistic textures, just slapping a cell shading shader on them won’t cut it since you’ll be able to “see the material’s texture” as you put it. Cell shading only affects lighting.
If you have existing textures that you wish to procedurally “convert” to a flat, hand-painted look, you’ll have to apply some kind of posterization to them, either offline or at runtime in your shader.
Also, I’m not sure to understand the part where you said
cell shading shader on them won’t cut it since you’ll be able to “see the material’s texture”
If I made hand-painted texture I have to made them “flat” ? Do you have more information about that ?!
I still not have done the textures, so hopefully I’ll try to do them right directly =] I’m also researching about Posteriztion to understand the goal I want to achieve on the texture.
Last: do the best is to create “fade” color directly on the texture or do color manipulation on the post-processing ?
That sobel-like/high local contrast appearance is one of the telltale signs of AI generated images, not sure if that’s an intended ingredient of the look OP is after? If you look closely you’ll see a lot of weird/deformed details, perspective issues, shapes that don’t connect with each other in a believable way, etc.
Simply stating that cell shading is not enough to achieve that cartoonish look, since it only affects lighting. The actual texture underneath also needs to be cartoonish, if you were to use photorealistic textures it would look weird.
Just meant to use flat colors and simple shapes, so that it looks like a comic book/cartoon. Using gradients to add lots of detail/volume would stray away from the minimalistic, limited color palette.
I think the plugin will be counterproductive because bending the edge will make it harder for the edge detection shader to find.
I mean the color palette has contrast, but it’s not flashy. Often, in toon-shading, the chosen colors are bright. In these examples, the colors are not. Maybe just choosing a color palette for the texture is the easiest way to do it.