A bit late but I have the answer for the cylinder and partial answer for the cube. Assuming your render pipeline is fine, the reason your cylinder doesn't look like the one in the demo is that a bevel was added to the mesh and is slightly different from the unity cylinder model (this bevel gives the specular edge sheen). The cube suffers in part from the same problem. Adding a bevel to the sharp edge gives it that specular sheen, the problem comes in with the 90 shit in normals of the cube. So a rotation of the light around the cube will have a drastic flicker effect as it rotates. You can minimize this by messing with the shadow step. I recommend this tutorial for more up to date unity versions (he used this project as a baseline I believe). ua-cam.com/video/dyiLJ1PFhM0/v-deo.html
I swear you are in my head. This is great! Thanks for taking the time to post the tutorial!
Is he still in your head?
Your work are amazing bro, i follow u close :) Great job!
Great tutorial for this concept
please, show us how to allow point lights
good stuff, any chance to make it compatible with URP? would love the water toon shader on URP as well :)
wow, good thanks!!!
nice tutorial would ask if you could do this in shader graph
Any Way to get this into URP?
Hey man if you could teach us with a video that would get so many views
Gracias ! ♥
How hard is it to add additional receving lights to something like this?
Great do more toon stuff please
Is it okay if I use this for a game?
I can give credit.
All of the tutorials I do are released to public domain, so you can do whatever you like with it!
Roystan
Thank you!
@@roystan7272 thanks sub++
This look fantastic ! But when I'm in unity, the shader doesn't properly work with the cube and the cylinder models. Any idea why ?
Edit > Project settings > Graphics > Scriptible render pipeline to none.
A bit late but I have the answer for the cylinder and partial answer for the cube. Assuming your render pipeline is fine, the reason your cylinder doesn't look like the one in the demo is that a bevel was added to the mesh and is slightly different from the unity cylinder model (this bevel gives the specular edge sheen).
The cube suffers in part from the same problem. Adding a bevel to the sharp edge gives it that specular sheen, the problem comes in with the 90 shit in normals of the cube. So a rotation of the light around the cube will have a drastic flicker effect as it rotates. You can minimize this by messing with the shadow step. I recommend this tutorial for more up to date unity versions (he used this project as a baseline I believe).
ua-cam.com/video/dyiLJ1PFhM0/v-deo.html