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Toon Shading with Unity's Scriptable Render Pipeline

Project type

Unity, Shaders

As a way of delving deeper into Unity's rendering pipeline, I created my own render feature in C#, utilizing the built in bloom and screen-space ambient occlusion shaders. This feature runs these through my own shader that filters the bloom through benday dots, the ambient occlusion through hatching lines and adds a laplacian edge detection ink outline.

The environment used is a sample environment included with Unity.

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