Unity Santarh/MToon Shader WebGL porting to babylon.js.
Some settings will be ignored or generates inconsistent lighting.
babylon.js version | babylon-mtoon-material version |
---|---|
~4.0.0 | ^1.0.0 |
~4.1.0 | ^2.0.0 |
~4.2.0 | ^3.0.0 |
~5.0.0-rc.0 | ^4.0.0 |
^5.19.0 | ^5.0.0 |
- Some StandardMaterial abilities
- Lighting
- Multiview
- LogarithmicDepth
- Fog
- Bones in shader
- MorphTargets in shader
- Shadow
- EffectFallback
- Instances
- ClipPlane
- AmbientColor
- Alpha CutOff
- Textures & Color values
- Diffuse
- Emissive
- Bump
- Shade(shaded diffuse rate with red channel)
- Receive Shadow(received shadow rate with red channel)
- Shading Grade(shading grade rate with red channel)
- Rim
- MatCap
- Outline Width(outline width rate with red channel)
- UV Animation(Scroll, Rotation)
- Serialize Support
These are not covered.
- Specular
- Vertex Color
- PrePass
This material will be automatically assined to VRM/VCI model within babylon-vrm-loader.
Also you can explicitly assign MToonMaterial to any meshes.
Live preview at CodePen is here.
<!DOCTYPE html>
<html>
<head>
<title>Babylon.js MToon Material</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no">
</head>
<body>
<main id="wrapper">
<canvas id="renderCanvas"></canvas>
</main>
<script src="https://preview.babylonjs.com/babylon.max.js"></script>
<script src="https://unpkg.com/babylon-mtoon-material/dist/index.js"></script>
<script>
// example usage from https://github.com/BabylonJS/Babylon.js
const canvas = document.getElementById('renderCanvas');
const engine = new BABYLON.Engine(canvas, true, {preserveDrawingBuffer: true, stencil: true});
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.attachControl(canvas, false);
new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0, 1, 0), scene);
const sphere = BABYLON.Mesh.CreateSphere('sphere1', 16, 2, scene, false, BABYLON.Mesh.FRONTSIDE);
sphere.position.y = 1;
// Assign MToonMaterial
sphere.material = new MToonMaterial('mat1', scene);
engine.runRenderLoop(function(){
scene.render();
});
window.addEventListener('resize', function(){
engine.resize();
});
</script>
</body>
</html>
$ npm install --save @babylonjs/core babylon-mtoon-material
// in index.js
import { Mesh } from '@babylonjs/core';
import { MToonMaterial } from 'babylon-mtoon-material';
// initializing
const sphere = BABYLON.Mesh.CreateSphere('Sphere', 16, 1, scene);
sphere.material = new MToonMaterial('MtoonMaterial', scene);
See CONTRIBUTING.md.
$ yarn install --frozen-lockfile
$ yarn build
$ yarn install --frozen-lockfile
$ yarn debug
You can see inspector on http://localhost:8080/
# executes tslint
$ yarn lint
# executes jest testing with puppetter
$ yarn test
- BabylonJS/Babylon.js: Babylon.js: a complete JavaScript framework for building 3D games with HTML 5 and WebGL
- Santarh/MToon: Toon Shader with Unity Global Illumination
- vrm-c/UniVRM: Unity package that can import and export VRM format
- Create a Material For The Material Library | Babylon.js Documentation
- Introduction To Materials | Babylon.js Documentation
see LICENSE.
This project uses babylon.js with Apache License, Version 2.0.
This project is based on MToon with MIT License.