csharp
public record class CelShadingBanded 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 StepsHow many bands the diffuse response has.
public float SpecularThresholdWhere the highlight switches on.
public float SoftnessHow soft a band edge is, as a fraction of a band. Zero is a hard step.
public string ShaderNameThe 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