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XNA Test 14 - Advanced cell shading and Ink

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Uploaded by on May 17, 2008

Wrote a entire new cell and ink shader from scratch.

I wasn't satisfied with the previous one; that only provided basic cell shading by limiting the amount of color per pixel, and simulating ink by tracing the object's outline.

The new shader calculates the difference between input color and the limited color to create a more smooth cell shading effect.

The ink is now calculated using the pixel difference in the horizontal normal map (so its a 2 pass effect), giving it much more detail. This allows ink lines inside the object as well (instead of only having the complete outline).

Todo: 1) add a third pass rendering the depth map; so objects with the same normal map (but different depth) will render properly. 2) write a AA shader for the ink outline.

High resolution screenshot: http://xna.blobz.net/test14.jpg

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Science & Technology

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Top Comments

  • Ahhhh yes... I remember when the prices were young. They grow up so fast!

  • wow, i like this! :)

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All Comments (11)

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  • Nice ink shading!

  • Team fortress 2 style :P

  • looks good. try it on a simpson's object

  • Oh come on :) Memory is so cheap now ;) Go buy it before prices will grow up!

  • It really look so cool!

    could you post some references or code to use that good looking shader?

  • Nice man ^-^

    I WANNA HAVE THIS BUT MY F***ING COMPUTER DOESN'T HAVE ENOUGH MEMORY!

  • awesome work, just wondering if you are going to make a tutorial on how to do it, im very interested

  • muy bueno men, a intentar lo mismo! XD

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