MaterialToon is represents an anime-style toon shader expression.
This type of expression is possible by drawing the RGB lookup table in a tiered pattern.
This section describes settings for the MaterialToon material sample.
Click on toon_mat displayed on the CreativeStudio Contents panel to open the material Properties panel.
Check the General tab on the material Properties panel.
The lighting setting is set to Fragment lighting.
This indicates that fragment lights are rendered using a lookup table for MaterialToon.
Note: Lighting must be changed to match the lights being used.
Colors are not set for MaterialToon, because its specular colors are specified in the lookup table.
Check the Fragment tab on the material Properties panel.
The layer config of the fragment shader for MaterialToon is Configuration Type 0.
For details on layer configurations, click here.
Check lookup table sets and elements used by lookup tables.
LookupTableSetContentCtr0 is selected for the lookup table set used with MaterialToon.
Note: The lookup table set manages created lookup tables as a set.
Clicking on LookupTableSetContentCtr0 displayed on the CreativeStudio Contents panel displays the lookup table Properties panel, where you can check the lookup tables being managed.
Settings for MaterialToon have been made so that only a single reflectance setting is enabled and separate ones for reflectance_r, reflectance_g and reflectance_b are not used.
Note: Elements used in the configured lookup tables are displayed bordered in red.
For details on lookup table elements, click here.
The input angle NH is used by MaterialToon.
Note: The input angle NH represents light that is affected by the light and viewpoint. This is primarly used for specular expressions.
For details on input angle types, click here.
The color of Combiner 0 is set for MaterialToon.
Setting | Settings |
---|---|
Formula | A |
A: Source 0 | Secondary color |
This setting indicates that the secondary color will be used as is.
Note: The output result of the vertex shader is used for Source 1 and Source 2. However, there is no effect on the model because the result is not used by the calculation formula.
Check the CurveEditor panel for the lookup tables actually used with MaterialToon.
Select LookupTableSetContentCtr0 located on the Creative Studio Contents panel.
While in the state described, select Window > Curve editor... from the menu bar to open the CurveEditor panel.
Select toon_reflectance displayed on the Curve Editor panel to check its curve.
This image expresses tiered, toon-like shadows using a tiered curve.
CONFIDENTIAL