Toon Hatching Shader

A shader that is similar to my toon shader but takes an additional single rectangular texture input. This pattern is then repeated to a (cross) hatching effect.

Documentation and license at: https://github.com/CaptainProton42/FlexibleToonShaderGD

Shader code
shader_type spatial;

//render_mode ambient_light_disabled;

const float PI = 3.1415926536f;

const mat2 ORIENTATION_STRAIGHT = mat2(vec2(1.0f, 0.0f), vec2(0.0f, 1.0f));
const mat2 ORIENTATION_CROSS = mat2(vec2(0.0f, 1.0f), vec2(1.0, 0.0f));

uniform vec4 albedo : hint_color = vec4(1.0f);
uniform sampler2D albedo_texture : hint_albedo;

uniform int cuts : hint_range(1, 8) = 2;
uniform float wrap : hint_range(-2.0f, 2.0f) = 0.0f;
uniform float steepness : hint_range(1.0f, 8.0f);

uniform bool use_attenuation = true;

uniform bool use_rim = false;
uniform float rim_width : hint_range(0.0f, 16.0f) = 8.0f;
uniform vec4 rim_color : hint_color = vec4(1.0f);

uniform float hatch_scale = 2.0f;
uniform bool use_triplanar = true;
uniform sampler2D hatch_texture : hint_albedo;

varying vec3 vertex_pos;
varying vec3 normal;

vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos, mat2 orientation) {
	p_weights = abs(p_weights);
	p_weights /= p_weights.x+p_weights.y+p_weights.z;
	vec4 samp=vec4(0.0);
	samp+= texture(p_sampler,orientation*p_triplanar_pos.xy) * p_weights.z;
	samp+= texture(p_sampler,orientation*p_triplanar_pos.xz) * p_weights.y;
	samp+= texture(p_sampler,orientation*p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;
	return samp;
}

float split_hatch(float diffuse, vec2 uv, vec3 weights, vec3 pos) {
	float value = 1.0f;
	float k = round((1.0f - diffuse) * float(cuts)) - 0.5;
	for (float i = 0.0f; i < k; ++i) {
		float offset = 2.0 * i / float(cuts);
		
		if (i >= float(cuts) / 2.0) {
			if (use_triplanar) {
				value *= triplanar_texture(hatch_texture, weights, pos + vec3(offset), ORIENTATION_CROSS).r;
			} else {
				value *= texture(hatch_texture, uv.yx + vec2(offset)).r;
			}
		} else {
			if (use_triplanar) {
				value *= triplanar_texture(hatch_texture, weights, pos + vec3(offset), ORIENTATION_STRAIGHT).r;
			} else {
				value *= texture(hatch_texture, uv.xy + vec2(offset)).r;
			}			
		}
		
	}
	return value;
}

void vertex() {
	vertex_pos = VERTEX;
	normal = NORMAL;
}

void fragment() {
	ALBEDO = albedo.rgb * texture(albedo_texture, UV).rgb;
}

void light() {
	// Attenuation.
	float attenuation = 1.0f;
	if (use_attenuation) {
		attenuation = ATTENUATION.x;
	}
	
	// Diffuse lighting.
	float NdotL = dot(NORMAL, LIGHT);
	float diffuse_amount = NdotL + (attenuation - 1.0) + wrap;
	diffuse_amount *= steepness;
	float cuts_inv = 1.0f / float(cuts);
	float diffuse_stepped = clamp(diffuse_amount + mod(1.0f - diffuse_amount, cuts_inv), 0.0f, 1.0f);
	
	// Apply diffuse result to different styles.
	vec3 diffuse = ALBEDO.rgb * LIGHT_COLOR / PI;
	diffuse *= split_hatch(diffuse_stepped, hatch_scale*UV, normal, hatch_scale*vertex_pos);
	
	DIFFUSE_LIGHT = max(DIFFUSE_LIGHT, diffuse);
	
	// Simple rim lighting.
	if (use_rim) {
		float NdotV = dot(NORMAL, VIEW);
		float rim_light = pow(1.0 - NdotV, rim_width);
		DIFFUSE_LIGHT += rim_light * rim_color.rgb * rim_color.a * LIGHT_COLOR / PI;
	}
}
Tags
cartoon, stylized
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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Jesper B. Bech
Jesper B. Bech
3 years ago

Dude, there’s no images, or demo, nothing </3

a .gif, ANY-THING <3 . .