Pro because there are a lot more features to them, notably: - normal/bump maps - specular (with alpha masking) - backfaces outlines (fixed or constant sized, with optional correction for complex geometry) - rim lighting
Mobile because they have been optimized to work well on mobile devices compared to the previous free version!
The package contains all combinations of the features and optimization techniques, so that you can find the shader you need for your design and performance needs!
Just a heads up: Iām working on better rim lighting performances on non-bumped shaders! (moving a bunch of stuff from fragment to vertex program!)
Stay tuned
Performances are generally good, a little slower for complex shaders (e.g. bump+specular+rim+outlines) but still much better than the previous free Toony Gooch pack!
As for draw calls, 1 per mesh with regular shaders, and 2 per mesh with outline shaders; though that wouldnāt say much: the outline pass is way faster than any of the lighting passes!
Hereās the relative speed list, taken from the packās ReadMe:
Though this list might change a little with the new rim lighting optimizations; Iāll have to re-run the tests!
Great Toon shaders ! Thanks Jean.
Itās very good to be able to use a light for changing the shadow orientation !
However I donāt understand why you use this kind of textures for the Toon Ramp parameter !?!
Iām using other textures and I have a better render for a 3 levels effect for example.
Not sure if youāre asking how the ramp textures work or if youāre just saying that the ones included arenāt that great; but anyways Iād be glad to see what textures you came up with and see a screenshot of them applied on models to see that better rendering, if youāre willing to share!
Iām sure other users of the plugin would be thankful as well!
I have forgotten to say itās great to be able to use the bump textures too !!!
With my current work on Cartoon renders for my ā2D Props Makerā I had to do my own textures to add to the Unity Toon shaders. I have tried to apply similar textures to your shaders and it was better for my needs.
Here you can see the result on the coin from the āItems and Props packā ! I use the same parameters (highlight color, shadow colorā¦) but at the left side I have used MY texture for the toon ramp parameter and at the right side I have used YOUR 3 levels toon ramp texture :
On the scene I have only 1 directional light (intensity = 1.3 !)
Indeed it looks better in this case!
But 1.3 as intensity seems rather high to me, regular shaders tend to give some very bright results with intensities >= 1.0!
Anyways thatās whatās nice about these shaders: you can easily define your own ramp textures to change the whole feel of the shading
Hmm, Iām sorry but this one is quite complex and beyond my skills, and it wouldnāt be a matter of just copying/pasting some parts because Toony Gooch shaders are Surface ones, whereas this one is a vertex/fragment shader :neutral:
However it seems that the lighting calculation is done with the following code in the shader you posted:
float3 N = IN.normal.xyz;
N = mul(UNITY_MATRIX_IT_MV, float4(N, 1));
float diffuse = saturate(dot(glstate.light[0].position, N));
So changing that into a ramp-based lighting might be doable, though it would only work with one light and Iām not sure of the compatibility with the different rendering modes of Unity!
Just wanted to show what Iām working on for a future update of Toony Gooch Pro+Mobile: the āproā version of the Rim Outlines feature from the free pack with controllable size/smoothness!
Please note that the image is animated and hence in 256 colors!