Scene materials.
Material preset #1 (Linear attenuation).
Material preset #2 (Cell attenuation).
Material preset #3 (Multiple cell attenuation).
Material preset #4 (Texture attenuation).
Examples of different types of attenuation.
Same method as sun attenuation, but applied to light sources and spotlights.
Spot and point light example.
Two type of shadow, filled and sample texture.
Two way to do specular (Blinn-Phong or Phong).
Rim light is the combination of two effects: the Fresnel effect and the DotNL effect.
Rim and specular example.
Sub-surface scattering (SSS) is a combination of two effects: Fresnel effect and the DotVL effect.
Sample screen texture.
Classic depth and normal sobel but per objects.
Hi,
In this post, i showcases a custom NPR shader designed to support a wide range of artistic styles
It was developed using a node-based workflow in the Amplify Shader Editor, with lighting effects organized into modular, reusable functions.
Main features of the NPR Shader:
- SunLight models (Linear, Cell, Texture)
- Points and spots light (Linear, Cell, Texture)
- Shadow control (None, Filled, Texture)
- Light and sunlight warp effects
- Specular (Sun & Light)
- RimLight (Sun & Light)
- Subsurface scattering (SSS)
- MatCap (Additive & Multiplicative)
- Sample screen texture (additive or multiplicative)
- Edge detection (depth & normal)
- Fog (shared function)
- Animation (various animations in the vertex shader)
- Alpha (Alpha clip)
Each feature is highly customizable, with settings such as color, size mask, duration, side selection, lighting type, type of attenuation, ...
To avoid including functions not used for a specific material, I use compil variant.
I tried my best to maintain the highest video quality, but once it’s uploaded, the compression algorithm degrades the quality.
Enjoy !