Documentation for Substance 3D Painter is now available on Experience League. After March 14th, HelpX pages will automatically redirect to the equivalent Experience League page.
Refer to the FAQ for more information about which documentation is affected.
- Substance 3D home
- Home
- Getting Started
- Getting Started overview
- Activation and licenses
- System requirements
- Project creation
- Export
- Export overview
- Export window
- Output templates
- Export overview
- Glossary
- Getting Started overview
- Interface
- Interface overview
- Assets
- Substance 3D Assets
- Color picker
- Display settings
- History
- Layer stack
- Main menu
- Project configuration
- Properties
- Settings
- Shader settings
- Texture Set
- Toolbars
- Viewport
- Miscellaneous
- Painting
- Painting overview
- Paint tools
- Path tools
- Path tool overview
- Paint along path
- Ribbon path
- Filled path
- Erase along path
- Smudge along path
- Straight line
- Lazy mouse
- Symmetry
- Fill projections
- Presets
- Presets overview
- Creating and saving presets
- Creating particles presets
- Photoshop brush presets
- Dynamic strokes
- Advanced channel painting
- Vector graphic (.svg & .ai)
- Text resource
- Effects
- Baking
- Content
- Creating custom effects
- Importing assets
- Creating custom effects
- Features
- Automatic resource update
- Automatic UV Unwrapping
- Physical size
- Smart Materials and Masks
- Subsurface Scattering
- Dynamic Material Layering
- UV Reprojection
- UV Tiles
- Color Management
- Post Processing
- Iray Renderer
- Plugins
- Sparse Virtual Textures
- Custom Shaders
- SpaceMouse® by 3Dconnexion
- Universal Scene Description (USD)
- Send to
- Technical Support
- Performance Guidelines
- Configuring Pens and Tablets
- Exporting the log file
- Exporting a DXDiag
- Technical issues
- GPU Issues
- Crash when working with overclocked GPU
- Forcing the external GPU on Mac OS
- GPU drivers compatibility
- GPU drivers crash with long computations (TDR crash)
- GPU has outdated drivers
- GPU is not recognized
- GPU is not recognized and is mentionned as GDI Generic
- Issues with Nvidia GPUs on recent Mac OS versions
- Multi/Bi-GPU
- Running on integrated GPU
- Painter doesn't start on the right GPU
- Startup Issues
- Rendering Issues
- Stability Issues
- Miscellaneous Issues
- GPU Issues
- Workflow Issues
- Export Issues
- Tools Issues
- Project Issues
- Library Issues
- Viewport Issues
- Plugins Issues
- License Issues
- Pipeline and integration
- Installation and preferences
- Configuration
- Resource management
- Scripting and development
- Scripts and plugins
- Shader API Reference
- Shader API overview
- Changelog - Shader API
- Libraries - Shader API
- Lib Alpha - Shader API
- Lib Bayer - Shader API
- Lib Defines - Shader API
- Lib Emissive - Shader API
- Lib Env - Shader API
- Lib Normal - Shader API
- Lib PBR - Shader API
- Lib PBR Aniso - Shader API
- Lib Pom - Shader API
- Lib Random - Shader API
- Lib Sampler - Shader API
- Lib Sparse - Shader API
- Lib SSS - Shader API
- Lib Utils - Shader API
- Lib Vectors - Shader API
- Parameters - Shader API
- Shaders - Shader API
- Release notes
- Release notes overview
- All Changes
- Version 11.1
- Version 11.0
- Version 10.1
- Known issues
- Old versions
- Version 10.0
- Version 9.1
- Version 9.0
- Version 8.3
- Version 8.2
- Version 8.1
- Version 7.4
- Version 7.3
- Version 7.2
- Version 2021.1 (7.1.0)
- Version 2020.2 (6.2.0)
- Version 2020.1 (6.1.0)
- Version 2019.3
- Version 2019.2
- Version 2019.1
- Version 2018.3
- Version 2018.2
- Version 2018.1
- Version 2017.4
- Version 2017.3
- Version 2017.2
- Version 2017.1
- Version 2.6
- Version 2.5
- Version 2.4
- Version 2.3
- Version 2.2
Toon - Shader API
Basic toon shader
Import from libraries.
import lib-sampler.glsl
We define the global light position
const vec3 light_pos = vec3(10.0, 10.0, 10.0);
We bind the auto param world eye position to our uniform camera_pos.
//: param auto world_eye_position uniform vec3 camera_pos;
We bind the document's channel base color to our uniform basecolor_tex.
//: param auto channel_basecolor uniform SamplerSparse basecolor_tex;
We bind the mesh curvature to our uniform curvature_tex. If no curvature is available, transparent texture is provided.
//: param auto texture_curvature uniform SamplerSparse curvature_tex;
We define a new custom tweak for this shader, along with its default value. This one is used to tweak the thickness of outline, when shadowed.
//: param custom {
//: "default": 0.4,
//: "min": 0.0,
//: "max": 1.0,
//: "label": "Unlit outline thickness"
//: }
uniform float unlit_outline_thickness;
We define a new custom tweak for this shader, along with its default value. This one is used to tweak the thickness of outline, when lit.
//: param custom {
//: "default": 0.1,
//: "min": 0.0,
//: "max": 1.0,
//: "label": "Lit outline thickness"
//: }
uniform float lit_outline_thickness;
Whether we prefer using the curvature or not.
//: param custom {
//: "default": false,
//: "label": "Use curvature"
//: }
uniform bool use_curvature;
Entry point of the shader.
void shade(V2F inputs)
{
We compute a few useful values.
vec3 V = normalize(camera_pos - inputs.position); vec3 N = normalize(inputs.normal); vec3 L = normalize(light_pos - inputs.position); float NdV = dot(N, V); float NdL = max(0.0, dot(N, L));
Priority is to performs the outline detection. Allow the user to choose whether he prefers using the curvature map for outline detection or not.
if (use_curvature) {
float curv = textureSparse(curvature_tex, inputs.sparse_coord).r;
NdV = 1.0 - curv;
}
If outline condition is reach, exit with black color.
if (NdV < mix(unlit_outline_thickness, lit_outline_thickness, NdL)) {
return;
}
Here, we perform a 4 steps discretization of color.
vec3 color = getBaseColor(basecolor_tex, inputs.sparse_coord);
if (NdL > 0.75) {
color = color;
} else if (NdL > 0.5) {
color = color * 0.5;
} else if (NdL > 0.1) {
color = color * 0.1;
}
else
Fallback is black.
color = vec3(0.0); diffuseShadingOutput(color); }