[Unity Non-photorealistic rendering test(戌神ころね)] @colinleungNiloCat
[Unity Non-photorealistic rendering test(戌神ころね)]  @colinleungNiloCat
Uploaded November 2019 | Updated September 2026, 1 week ago
video will switch between "Unity's default shader" and custom rendering.

custom rendering =
char shader:
-phong tessellation to smooth polygon
-Inverted Hull second pass outline(smooth normal looks better)
-shadow mapping, shadow color controlled by ramp texture
-cel shading, shadow color controlled by ramp texture
extra post process:
-low threshold & intensity, wide blur bloom(simulate anime postprocess)
-TAA(blurry is an advantage if NPR)
-per object motion blur to hide face animation transition
-color grading(only suppressing bright color, keeping most LDR color untouched. keep saturation high)

.pmx used - 3d.nicovideo.jp/works/td61179
.pmx importer - MMD4Mecanim (Beta) stereoarts.jp
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colin leung (NiloCat) |

[Unity Non-photorealistic rendering test(戌神ころね)]

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