Skip to content

fix: incorrect table layout documentation in sections under Inspector Window Settings #409

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 4 commits into from
Mar 27, 2025
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 2 additions & 0 deletions com.unity.toonshader/Documentation~/Basic.md
Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,7 @@ Apply **Base Map** to the **1st Shading Map**. When you check **Apply to 1st Sha

## 1st Shading Map
The map used for the brighter portions of the shadow. Texture(sRGB) × Color(RGB). The default color is White.

| **1st Shading Map** (Face) | (Hair) | Result |
| ---- | ---- | ---- |
| <img src="images/yuko_face3_B.png" height="256"> | <img src="images/yuko_hairB.png" height="256"> |<img src="images/YukoFace1stShadingMap.png" height="256"> |
Expand All @@ -48,6 +49,7 @@ Apply **Base Map** or the **1st Shading Map** to the **2nd Shading Map**. When y

### 2nd Shading Map
The map used for the darker portions of the shadow. Texture(sRGB) × Color(RGB). The default color is White.

| **2nd Shading Map** (Face) | (Hair) | Result |
| ---- | ---- | ---- |
| <img src="images/yuko_face3_C.png" height="256"> | <img src="images/yuko_hairC.png" height="256"> |<img src="images/YukoFace2ndShadingMap.png" height="256"> |
Expand Down
1 change: 1 addition & 0 deletions com.unity.toonshader/Documentation~/Emission.md
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,7 @@ Emission controls the color and intensity of light emitted from the surface. Whe

## Emission Map
Primarily used with the Bloom Post Effect and represents luminous objects.

| Emission Map Example |
| -- |
| <img src="images/EmissionMapSample.png" height="256"> |
Expand Down
1 change: 0 additions & 1 deletion com.unity.toonshader/Documentation~/Highlight.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,6 @@ The ability to display specular highlights in a cel-animation-like manner is ess
## Highlight
Highlight : Texture(sRGB) × Color(RGB) Default:White. Pattern and color of specularly illuminated area.

<br><br>
| Default Color | Applied different light color |
| - | - |
| <img src="images/Highlight0.png" height="256"> | <img src="images/Highlight1.png" height="256"> |
Expand Down
1 change: 1 addition & 0 deletions com.unity.toonshader/Documentation~/MatCap.md
Original file line number Diff line number Diff line change
Expand Up @@ -88,6 +88,7 @@ Rotates the MatCap normal map UV based on its center.

## MatCap Blending on Shadows
Enables the blending rate of the MatCap range in shadows.

| MatCap Blending on Shadows Off | MatCap Blending on Shadows On |
| -- | --|
| <img src="images/MatCapBlendingOnShadowOff.png" height="256">| <img src="images/MatCapBlendingOnShadowOn.png" height="256"> |
Expand Down
2 changes: 2 additions & 0 deletions com.unity.toonshader/Documentation~/Outline.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,12 +21,14 @@ Outlines are one of the most important elements that affect the impression of a

## Outline
A checkbox to enable outline.

| Outline Off | Outline On |
| -- | -- |
| <img src="images/OutlineOff.png" height="256"> | <img src="images/OutlineOn.png" height="256"> |

### Outline Mode
Specifies how the inverted-outline objects spawn.

| Outline Mode | Description |
| -- | -- |
| Normal Direction | Stretches polygons in the normal direction. |
Expand Down
9 changes: 5 additions & 4 deletions com.unity.toonshader/Documentation~/Rimlight.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,7 @@ The Rim Light highlight the edges of meshes. Rim Light is based on the angle be

## Rim Light
A Check box to enable **Rim Light** that hits the 3D model from behind and emphasizes the contours of the model from the front.

| Rim Light Off | Rim Light On |
| ---- | ---- |
| <img src="images/RimLightOff.png" height="256"> | <img src="images/RimLightOn.png" height="256"> |
Expand Down Expand Up @@ -52,14 +53,13 @@ A check box to disable **Rim Light** feather.
| Rim Light with feather | Rim light feather disabled |
| ---- | ---- |
| <img src="images/RimLightFeatherOn.png" height="256"> | <img src="images/RimLightFeatherOff.png" height="256"> |
<br>

### Light Direction
A Checkbox to enable light direction. When Enabled, generates **Rim Light** in the direction of the light source.

| Rim Light Direction Off | Rim Light Direction On |
| ---- | ---- |
| <img src="images/RimLightDirectionOff.png" height="256"> | <img src="images/RimLightDirectionOn.png" height="256"> |
<br>

### Light Direction Rim Light Level
Specifies intensity of **Rim Light** in the light source direction.
Expand All @@ -69,10 +69,10 @@ Specifies intensity of **Rim Light** in the light source direction.

### Inverted Light Direction Rim Light
Light color effectiveness to inverted direction rim lit areas.

| Inverted Light Direction Rim Light Off | Inverted Light Direction Rim Light On |
| ---- | ---- |
| <img src="images/InversedLightDirectionRimLightOff.png" height="256"> | <img src="images/InversedLightDirectionRimLightOn.png" height="256"> |
<br>

#### Inverted Rim Light Color
Specifies the color of inverted/antipodean **Rim Light**.
Expand All @@ -96,7 +96,8 @@ Disable Inverted **Rim Light** feather.

### Rim Light Mask
Rim Light Mask : a gray scale texture(linear). The white part of the texture represents **Rim Light**, and the black part masks.
Gray Scale Texture Example |

Gray Scale Texture Example |
| ---- |
|<img src="images/UVCheckGrid.png" height="256">|

Expand Down