In this project, I implemented two different stylizations using Unity ShaderGraph.
- The initial reference was originally implemented in Unreal Engine. I incorporated certain features of it into my Unity shader.
- I generated a brush stroke texture in Adobe Substance 3D Designer (DS) for the shader to sample, resulting in the creation of stroke-like features.
- I utilized the dot product between the view direction and the object's normal to calculate the Fresnel term and then sampled the texture to produce eroded outlines based on that.
- The second stylization essentially combines Toon mapping with an outline effect.
- I introduced some noise to the UV coordinates I sampled for creating the outlines, giving them a wavy appearance. To ensure the outlines change only at discrete time steps, I employed a floor function.
Reference | My implementation in Unity |
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