Vixen
02b45cc4
csharp
public record class CelShading

Banded light and a hard-edged highlight: the non-PBR case.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

A shading model rather than a surface feature, and that is the point of it being here at all: cel shading does not change what the surface is, so a stylised material keeps its base colour, its normal map and its emission and changes only the response. It is the proof the model admits something that is not a BRDF.

Fields and properties (4)

  • public float Steps

    How many bands the diffuse response has.

  • public float SpecularThreshold

    Where the highlight switches on.

  • public float Softness

    How soft a band edge is, as a fraction of a band. Zero is a hard step.

  • public string ShaderName

    The Raven shader implementing the model, from Raven/Library/Material.

Methods (1)

  • public void Compile(MaterialCompilationContext context)

    Writes the model's own parameters — a wrap width, a cel ramp's step count.

Used by (5)

  • MaterialCompilerTestsVixen.Rendering.Tests
  • MaterialShadingVixen.Rendering
  • TypeRegistrationVixen.Rendering
  • Vixen_Rendering_Materials_CelShadingSerializerVixen.Rendering
  • MaterialTestsVixen.Editor.AssetEditors.Tests