Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

customizing the composition

Discussion in 'Universal Render Pipeline' started by Heho_, Apr 14, 2020.

  1. Heho_

    Heho_

    Joined:
    Apr 12, 2020
    Posts:
    2
    We are currently implementing a kind of toon shading for our Game. However it seems that creating just a shader will not suffice for the endproduct. Most likely we will need to customize the URP. Mainly we need to focus on how shadow and lighting interacts with the color of the object. I suppose there is some place where this calculation is done, but I can not find it does anyone know where to look.
    Also since LWRP changed to URP documentation and learning resources on that topic are hard to come by so if anyone knows a good starting Resource that would help us with this Problem that would be great.
     
  2. erikabar

    erikabar

    Unity Technologies

    Joined:
    Jan 26, 2017
    Posts:
    36
  3. Heho_

    Heho_

    Joined:
    Apr 12, 2020
    Posts:
    2
    thank you for your answer. I have already seen this article and sadly it does not solve our problem. We need depth information in the shader aswell which does not seem to be possible in this stage of the URP. Our thought was that we might want to split shading into 2 passes: albedo and shading and then combine it later in a compositing step before post processing into the desired result. That way we could also access the depth information.
    Edit: I should maybe add that I have read about a deferred branch of URP that sparked the discussion of this possible way of implementing this.
     
    Last edited: Apr 15, 2020