MK Toon, a stylized shader, can provide non-photorealistic shading that is both incredibly stylish and unique.
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 It allows extensive flexibility and can span a broad range of painting styles.
The following new minimal editor requirements are applicable as a result of the shader's Package Requirements block:
Get the unity version is 2020.3.16f1.
The 2021 editor version requires 2021.1.17f1 or later.
The MK Toon - Stylized Shader is a feature-rich and artist-friendly stylized shader that produces highly personalized and distinctive non-photorealistic images.
It can include a wide variety of complex artistic mediums.
 Standard and particle shader variants are included in the package.
The bespoke material editor has been optimized with artists in mind to offer an intuitive and adaptable workflow. Each element can be mixed and matched to create a whole new look.
Highlights
styled output => physically based input: MK Toon creates a styled and locally antialiased output depending on your physically based input.
All-inclusive shading model: With the help of the adaptable and flexible custom shading model, you can swiftly cycle through a vast array of artistic styles.
Creative Liberty: You can mix and match each shader element to create the exact customized and stylized images you like.
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INCLUDED IN THE PACKAGE: Shaders
Simple, feature-rich Unlit Shader with no lighting.
Easy: a lit shader with a tonne of customizability.
Physically Based: Lit Shader creates extremely distinctive styled images by building upon physically based rendering.
Outline: A stylistic outline can be added to any shader.
Refraction: Particle shader and conventional versions of the refractive index are provided.
Variations in both standard and particle sizes are included.
Potential art forms include cel shading, watercolor, anime, manga, cartoons, stylized realism, and mixing your own.
Invent your own, distinctive look: The material editor allows you to mix and match any characteristic to produce a highly personalized shading.
Bonus: A rotatable gradient skybox shader
Features:
-Physically based properties: Artists can continue to work with metallic, specular, or rough textures in the same way. Input that is physically based => Stylized output.
- Lighting Styles: To fully personalize the lighting, choose from Builtin, Cel, Banded, and Ramp modes.
- Artistic: Three artistic modes—Drawn, Sketch, and Hatching—are available to further customize lighting. Each of them is capable of being projected onto the object in either screen space or tangent space.
- Normal Mapping: The styled lighting was seamlessly blended using normal mapping.
- Parallax Mapping: The standard mapping can be improved by using approximate parallax mapping.
Specular: It is possible to have both anisotropic and isotropic specular.
- Diffuse: Lambert by default, Oren Nayar (which considers both the surface roughness and the viewing angle), and Minnaert (which adds some darkening limbs in response to the viewing angle). Diffuse shading is provided, which is good for items like fabric.
- Occlusion: Utilizing both direct and indirect light occlusion, two-way occlusion is controlled.
Emission: Any substance has the potential to emit.
- Detail: By employing a mixed, additive, or multiplicative behavior, details maps can add a detail layer on top of the albedo input. Detail normals can even be achieved.
- Threshold Offset: By adjusting the light intensity, this tool creates distinctive gradients between areas of the surface that are bright and dark.
- Gooch: Interpolating between different hues according to the lighting condition gives you complete control over the object's bright and dark sections.
- Rim: The fresnel effect is its foundation. The material's outside sections will be emphasized.
- Iridescence: Provides a surface-level iridescence effect. Certain parts will progressively change color depending on your viewing angle.
- Color Grading: Regulates the application of brightness, saturation, and contrast.
- Dissolve: Utilizing a specified pattern, dissolves the surface.
- Vertex Animation: This type of animation computes three general animations on the shader side, requiring no additional setup.
- Light Transmission: The way light travels through an object determines whether it is subsurface or translucent.
- Particles: Tailor particles to resemble the standard geometry.
- Stencil: A stencil buffer with complete control.
- Refraction: Produces a distorted image to reveal geometry hidden beneath the surface.
- Outlines: Created using the three outline modes and fine-tuned to pixel accuracy. Both smooth and rough contours are achievable. Furthermore, noise and distance-based fading can be applied.
- Stutter: To mimic the appearance of a repainted effect, vertex animations and artistic aspects may stutter.
- Indirect Lighting: To mimic natural behavior, indirect lighting is incorporated into the stylization.
- Custom Editor: An intuitive inspector tailored for artists to blend every component and craft a distinct look.
- XR: Supports Multi Pass, Single Pass, and Single Pass Instanced rendering; VR and AR compatible.
- Vertex Colors: In the absence of an albedo map, vertex colors are utilized automatically.
- DOTS Instancing and SRP batcher support.
Note: You can use the files to test before you buy or for educational purposes. NOT FOR BUSINESS USE.