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!!! THIS VERSION IS MEANT FOR UNITY 2019. THE LEGACY (2017/2018) VERSION IS LINKED IN THE GITHUB DESCRIPTION !!!

This is an edit of NoeNoe Shaders, originally made by Noe. All the edits have been made to the "toon" variants, the other variants are untouched.

Quick list of changes:

All shaders can now use the world's light direction. The Static Toon Light direction will be used as a "fallback" if the world has no meaningful light direction. You can still force your own light direction if you wish. World light direction also works in baked-only worlds. Improved lighting model to better support HDR and supports colored lights, while staying true to the Noenoe lighting model. The old lighting model is still available as an option. Completely overhauled editor GUI Every shader now has optional Metallic and Specular support Every shader now has an alpha cutoff slider, even Transparent Every shader now has a sidedness selection (front sided, back sided, double-sided). Transparent is still one-sided by default, because it can sometimes give artifacts when opacity is decreased. Added "Vertex Offset" shader under Overlay/Misc. This shader features properties like Position, Rotation and Scale within the shader. These properties can be animated. Great for niche uses that would otherwise break the IK, such as up/down floating animations, upside-down models, or scaling. Optional support for receiving shadows (including self-shadowing). Added additive and multiplicative matcap support to each shader Added local shader keywords to improve performance a bit Added the panosphere/cubemap overlay features to the toon shaders and improved them a bit Added rimlight features. Try using them on skin! Supports rimlight texture. RGB is color, A is strength. The self-shadowing is not always desirable, which is why the option is off by default. If desired, you can also turn off Cast Shadows on the mesh renderer instead, allowing you to still receive shadows properly.

A bunch of changes to the outline shader:

Added "outer-only" outlines mode, which will only render outlines on the outer edges of the model. Great for avoiding artifacts or for stylistic effect. Outlines are no longer unlit Outlines can accept an "outline texture". Setting this to your main texture will give you tinted outlines. The texture's alpha also determines the outline width.

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