
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespreview.pngtest_package.pytoon_band_rim.gdshaderverification/native.json
How it works
- Shader type
- spatial
- Parameters
- base_color (vec4 = 0.32, 0.55, 0.85, 1), shadow_tint (vec4 = 0.18, 0.16, 0.36, 1), bands (int = 3), band_softness (float = 0.04), rim_color (vec4 = 1, 0.93, 0.78, 1), rim_width (float = 0.32), rim_strength (float = 1.4), rim_light_bias (float = 0.65)
- Result
- A mesh lit in flat colour bands with tinted shadows and a bright edge toward the light.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/toon_band_rim/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Stylized and not physically based. Each light adds its own bands, so several lights stack into extra steps. Ambient light from the environment is added unbanded. Band edges alias at grazing angles without multisample anti-aliasing.