Cel P7: built-in cel shading — toon lighting + outlines, whole scene or avatars only #550
Labels
No labels
amd
avatars
bug
builder
cannot-reproduce
crash
epic
feature
from-viewer
gl-removal
known-limitation
monitoring
parity
perf
platform
priority
critical
priority
high
priority
low
priority
medium
provenance
rendering
rt
status
in-progress
status
testing
status
up-next
triage
ui
upstream
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
sky_line/Slipstream#550
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Part of epic #542 (from #186). Design + code citations are in the epic; read it first.
Size: L (5-7 d)
The first built-in effect. Native, not FX: the lighting needs the in-pass hook.
Scope
lightSurface()(clean_surface_light.glsl:86, shared by forward andclean_deferred_light.comp):clean_gbuffer.glsl:48)llcleanrenderervk.cpp:26146), render-res onsceneHdr(), so TAA anti-aliases the lines and alpha / water draw on top.RenderVKCel*+ Photo Studio Effects "Cel shading" section + right-click avatar "Cel shade this avatar". Saved in Photo Studio presets.mSkinVbo(front-face cull, clip-space extrusion via spec constant inclean_draw_rigged.vert).Done when
Done: Cel P7 (built-in cel shading,
5868c1ece6). Shipped in 1.2.0 Beta 4/5 (ReShade effects + cel shading).