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DrawMeshCelShading

in Lib.mesh.draw

This is an attempt to create a cel shader. In fact, it's more a gradient-based shading as you need to use a gradient to define what colors will be used to shade your mesh. Make sure to use at least one [PointLight] and adjust the Brightness and the light intensity. You can set the gradient interpolation to hold, but you can still use the other interpolations; then you'll have full control, for example, if you don't want hard edges between colors.

Input Parameters

Name (Relevancy & Type) Description
Color (Vector4) —
EdgeColor (Vector4) —
Brightness (Single) —
EdgeThresold (Single) —
Shading (Gradient) —
Culling (CullMode) —
EnableZTest (Boolean) —
EnableZWrite (Boolean) —
ColorMap (Texture2D) —
Mesh (MeshBuffers Required) —

Outputs

Name Type
Output T3.Core.DataTypes.Command