Hello!
I’m new to CC and was wondering if someone could point me in the right direction for how to create a toon shader in CC 2.1.2. I’ve seen several ways to implement materials/effects but I’m not sure which way is the correct way or how to go about it.
Here are a few things I’ve found:
- I think CC uses OpenGL ES
- Helpful tutorial, but I’m unsure how to go about converting it into correct code for CC: http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/toon-shading-version-i/
- A shader I found but it doesn’t work:
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// Note: Current format version is experiment, the format may be changed.
// The future format may not be compatible, you may need to update the script manually.
%{
techniques: [
{
passes: [
{
vert: vs
frag: fs
cullMode: none
depthTest: true
depthWrite: true
blend: false
}
]
layer: 0
}
]
properties: {
texture: {
type: sampler2D
value: null
}
alphaThreshold: {
type: number
value: 0.5
}
}
%}
%% vs {
precision highp float;
uniform mat4 cc_matViewProj;
#if _USE_MODEL
uniform mat4 cc_matWorld;
#endif
attribute vec3 a_position;
attribute lowp vec4 a_color;
#if USE_TEXTURE
attribute mediump vec2 a_uv0;
varying mediump vec2 v_uv0;
#endif
varying lowp vec4 v_color;
void main () {
mat4 mvp;
#if _USE_MODEL
mvp = cc_matViewProj * cc_matWorld;
#else
mvp = cc_matViewProj;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = mvp * vec4(a_position, 1);
}
}
%% fs {
precision highp float;
#if USE_TEXTURE
uniform sampler2D texture;
varying mediump vec2 v_uv0;
#endif
#include <alpha-test>
varying lowp vec4 v_color;
void main () {
vec4 color = v_color;
#if USE_TEXTURE
color *= texture2D(texture, v_uv0);
#if _USE_ETC1_TEXTURE
color.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif
#endif
ALPHA_TEST(color);
gl_FragColor = color;
}
}