5 releases
0.2.0 | Jul 4, 2024 |
---|---|
0.2.0-rc | Jun 11, 2024 |
0.1.2 | Feb 19, 2024 |
0.1.1 | Feb 19, 2024 |
0.1.0 | Feb 19, 2024 |
#469 in Game dev
7.5MB
291 lines
Wind Waker Shader
A toon shader that looks like the one used for characters in The Legend of Zelda: The Wind Waker. The main code is taken from the ideas presented in this video.
Showcase
Sphere:
Scene throughout day:
Scene in daylight:
Scene at night:
Functionality
The shader has the following properties:
- It is a toon shader with only two colors: the highlight and the shadow.
- The edge between the two colors is not entirely hard but has an ever-so-slight gradient.
- The color palette used is based on the time of day and the weather.
- The model has a rim highlight on the edge to make it pop.
All colors and the texture mask are taken from The Legend of Zelda: The Wind Waker.
Differences to The Wind Waker:
- This shader supports multiple light sources, like in Breath of the Wild. The original Wind Waker only supports a single light source.
- The rim highlight also comes from Breath of the Wild.
- The Wind Waker uses even more weather conditions, but I find most of them too specific to include in this shader.
Keep in mind this shader only replicates what is seen on the characters in The Wind Waker, not the environment!
Example
use bevy::prelude::*;
use bevy_wind_waker_shader::prelude::*;
fn main() {
App::new()
.add_plugins((DefaultPlugins, WindWakerShaderPlugin::default()))
.add_systems(Startup, spawn_character)
.run();
}
fn spawn_character(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
SceneBundle {
scene: asset_server.load("models/Fox.glb"),
..default()
},
WindWakerShaderBuilder::default()
.time_of_day(TimeOfDay::Afternoon)
.weather(Weather::Sunny)
.build(),
));
}
Compatibility
bevy | bevy_wind_waker_shader |
---|---|
0.14 | 0.2 |
0.13 | 0.1 |
Dependencies
~40–78MB
~1.5M SLoC