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    Three Color Map and Control Map Settings

    Three Color Map and Control Map Settings provide basic cell shading settings in the Unity Toon Shader. These settings allow you to control the rendering of light and shadow areas independent from the actual light color. UTS allows detailed control whether the directional light color effects on materials. Please refer to Scene Light Effectiveness Settings.

    • Three Basic Color Maps

      • Base Map
        • Apply to 1st Shading Map
      • 1st Shading map
        • Apply to 2nd Shading Map
      • 2nd Shading Map
      • Example of Three Color Map Operation

    • Shadow Control Maps

      • 1st Shading Position Map
      • 2nd Shading Position Map
      • Example of Shadow Control Map Application

    Three Basic Color Maps

    Base Map

    Base Color : Texture(sRGB) × Color(RGB). The default color is White. The base color represents the color of the unshaded area of object or character.

    Base Color Map (Face) (Hair) Result
    A yellow texture map with different-colored areas for skin, ears, eyes, cheeks, and other parts of a face. A grey texture map with two brown areas for cat-like ears, and lighter grey brushstrokes for parts of the hair. A chibi-style face with yellow skin, grey hair, brown cat ears, large eyes, and rosy cheeks.

    Apply to 1st Shading Map

    Apply Base Map to the 1st Shading Map. When you check Apply to 1st Shading Map, the texture map in 1st Shading Map isn't applied for rendering and the Inspector Window disables its texture UI.

    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
    A similar texture map to the base map, but the background is now tan. A similar hair map to the base map, but the background is darker, and the brushstrokes have a blue gradient. The chibi-style face, now with shadows at the bottom of the hair and face, and over the eyes.

    Apply to 2nd Shading Map

    Apply Base Map or the 1st Shading Map to the 2nd Shading Map. When you check the Apply to 2nd Shading Map, texture map in 2nd Shading Map isn't applied for rendering and the Inspector Window disables its texture UI.

    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
    A similar texture map to the base map, but the background is now a dark orange. A similar hair map to the base map, but the background is even darker. The chibi-style face, now with darker shadows at the edges of the hair.

    Shadow Control Maps

    Textures that dictates the fixed shadows of the material.

    1st Shading Position Map

    Specify the position of fixed shadows that falls in 1st shade color areas in UV coordinates. 1st Position Map : Texture(linear).

    2nd Shading Position Map

    Specify the position of fixed shadows that falls in 2nd shade color areas in UV coordinates. 2nd Position Map : Texture(linear).



    Example of Shadow Control Map Application

    Base Map 1st Shading Map Shading Position Map
    A UV map texture that contains all the parts of a chibi-style character model. The same UV map but some areas have a darker color. A mostly white texture, with 3 black hair shapes.

    No Shadow Control Maps: A chibi-style character model with rabbit ears. In the Inspector window, the 1st Shading Position Map and 2nd Shading Position Map properties are empty.

    1st Shading Position Map: The same model. In the Inspector window, the 1st Shading Position Map property is set to the shading position map texture.

    2nd Shading Position Map: The same model. In the Inspector window, the 2nd Shading Position Map property is set to the shading position map texture.

    Both: The same model. In the Inspector window, both the 1st Shading Position Map and 2nd Shading Position Map properties are set to the shading position map texture.

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