Um, I'm pretty sure the EnhancedCelShading is considered to be a Toon Shader. A Toon Shader just makes the graphics look hand drawn nothing more.Alexi wrote:The EnhancedCelShading Example actually isn't a Toon Shader.
Excluding the outline every Cel or Toon Shader that I've seen has worked off of the light position and not the camera position. With a little elbow grease I'm sure it can be done though.Alexi wrote:If you move the camera arround, the darker scaled Cells have to align to the Camera - not to the light source.
So, you want a Toon Shader that uses Ambient Occlusion or am I mistaken?Alexi wrote: This would be really simple using the already used default Shading to get the 3D deep feeling.
Just to clarify what do you mean by normals? In graphics a normal is usually used to determine a surface's orientation toward a light source.Alexi wrote: Maybe some shader expert can change Samuel's ported EnhancedCelShading to use normals? This would be nearly perfect if its aligned to the Camera.
The EnhancedCelShading and any shader that uses light already uses normals for the calculations. So, your statements have me confused.
I know I didn't really help you with my post. I'm just trying to completely understand what it is your after.
EDIT: You may have already looked through them, but here's a few links to past cel/toon shader topics. Maybe one of them will be more suited to your needs.
http://www.purebasic.fr/english/viewtop ... 36&t=51389
http://www.purebasic.fr/english/viewtop ... 16&t=40838
