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I want to make 3d look like 2d.

Discussion in 'General Graphics' started by greymanz, Jul 15, 2015.

  1. greymanz

    greymanz

    Joined:
    Jul 15, 2015
    Posts:
    4
    I am a beginner Unity user, but I would like to have information on how to create or find a system to use for my current goal. Ive always disliked the 3d look of anime games, and I would really like a system or shader that would take your cameras current view of an object and its texture, and "illustrate" it to make it look and feel less 3d. Thanks.
     
  2. KingMatthew

    KingMatthew

    Joined:
    Jul 7, 2013
    Posts:
    166
    Do you have any screenshots of an example? I'm not sure what you mean.
     
  3. mgear

    mgear

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    Aug 3, 2010
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    8,998
  4. greymanz

    greymanz

    Joined:
    Jul 15, 2015
    Posts:
    4
    The shader would take a screenshot and pull various filters and other parameters to illustrate it and present htat view to the player.

    For instance I would like something like this:



    to go through the system and become this:


    (Sorry for the potato quality, made this myself. It would have color and features, and would resemble a typical anime screenshot, like this: )
     
  5. DennG

    DennG

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    Dec 5, 2013
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    158
  6. colin299

    colin299

    Joined:
    Sep 2, 2013
    Posts:
    176
    hi @greymanz
    I am a technical artist who create shaders and rendering solutions.
    For your question, I have an anime graphics experiment in the past that is very similar to your question.
    here is the result.(please do not share it, because the background image is not our artwork!)


    the shader of the character have 3 main "effect" which focus on making it looks like anime.
    1.edge line
    2.cel shading
    3.special solution for face

    if anyone is interested, I will post more detail here.
     
    greymanz and Fab4 like this.
  7. DaDarkDragon

    DaDarkDragon

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    Jun 6, 2013
    Posts:
    115
    @colin299 please do. Also, was this based on anything the guilty gear xrd guys talked about?
     
  8. greymanz

    greymanz

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    Jul 15, 2015
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    Woah, thats exactly what I wanted! Please do work more on this!
     
  9. colin299

    colin299

    Joined:
    Sep 2, 2013
    Posts:
    176
    @DaDarkDragon
    Yes, i started this experiment after reading this post
    http://www.polycount.com/forum/showthread.php?t=121144&page=10

    -----------------
    @greymanz
    The model was rendered with 3 pass using 2 material
    Material A - pass 1 (body color):

    first pass = cel shading * texture color
    cel shading means "normalVector dot directionLightVector"
    while the result is larger than threshold, return the original texture color
    while the result is smaller than threshold, return the original texture color * shadow color
    -----------------
    Material A - pass 2 (edge line):

    second pass = render the mesh again using an additional pass
    but cull front instead of cull back
    enlarge it a little using normalVector's direction
    return original texture color * edge color
    -----------------
    Material B -only pass (face):
    render a transparent face mesh with linear world space depth offset for ZTest
    that face mesh is placed inside the char's head, but render outside because of that ZTest depth offset

    thats all about it, not some new technology but imo it renders very fast(we can have many char on mobile) with acceptable graphic result.
     
  10. Deon-Cadme

    Deon-Cadme

    Joined:
    Sep 10, 2013
    Posts:
    288
    This presentation from GDC 2015 goes through some of the techniques that Arc System Works used to create the 2D style in Guilty Gear Xrd. It is a different method but it got some strong benefits and it can be expanded on.