-
-
Notifications
You must be signed in to change notification settings - Fork 28
Blob Shadows
Blob shadows are very performant circular shadows, which are projected on the XZ plane.
Because of their perspective, a high-quality picture can be achieved with a very low resolution shadow map.
📝 Note: Blob Shadows support shadow ramp and pattern specified in the Toon RP pipeline asset.
In the pipeline asset's Shadows
section, find Mode
and set it to Blobs
.
For shadow receivers' materials:
- Ensure they use
Toon RP/Default
,Toon RP/Default (Lite)
, or aDefault
type graph shaders. - Enable
Receive Blob Shadows
.
⚠️ Warning: an object should not cast and receive blob shadows at the same time as this causes full self-shadowing.
Add Blob Shadow Renderer
components to all shadow casting geometries and configure their sizes and other shape parameters.
- Set the desired shape of the renderer (
Shadow Type
). - Tweak
Threshold
,Smoothness
,Mode
, andSaturation
to achieve the desired look.
Blob shadow modes define how blobs should blend with one another on intersection.
Shadows "merge" when getting close.
Blob shadows can be of various shapes:
- Circle
- Square
- Baked
Prefabs' shadows can be baked into textures, which can then be used to define the shadow of a blob shadow. To bake a shadow of a model:
- Go to the Project window, right click and select
Create/Toon RP/Baked Blob Shadow
; - Specify a model (or a prefab) to bake, configure parameters, and click
Apply
.
Toon RP requres all baked blob shadow to be packed in a single atlas, which is specified in the pipeline asset. To create such an atlas:
- Go to the Project window, right click and select
Create/Toon RP/Baked Blob Shadow Atlas
; - Specify textures, configure parameters, and click
Apply
. - Assign the created atlas inside the Toon RP Pipeline Asset:
Shadows/Blobs/Baked Shadow Atlas
Then, in the Blob Shadow Renderer, select Shadow Type Baked
and input the index of the baked shadow in the atlas. Textures are indexed in the same order as they are set in the atlas' Source Textures
.
Getting Started
Platform Support
Lighting and Shadows
- Global Ramp
- Shadows
- Variance Shadow Maps (VSM)
- Soft Shadows
- Additional Lights
- Additional Light Shadows
- Tiled Lighting (Forward+)
- Blob Shadows
- Fake Additional Lights
- Baked Lighting
Render Quality
Miscellaneous
Post-Processing
- Post-Processing Stack
- Bloom
- Inverted Hull Outline
- Screen-Space Outline
- SSAO
- Motion Blur
- Sharpen
- Light Scattering
Making Custom Shaders
Debugging