toon-shading | three.js toon-shading | Graphics library

 by   hujiulong JavaScript Version: Current License: No License

kandi X-RAY | toon-shading Summary

kandi X-RAY | toon-shading Summary

toon-shading is a JavaScript library typically used in User Interface, Graphics, Three.js, WebGL applications. toon-shading has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

three.js toon-shading
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            kandi-support Support

              toon-shading has a low active ecosystem.
              It has 11 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              toon-shading has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of toon-shading is current.

            kandi-Quality Quality

              toon-shading has 0 bugs and 0 code smells.

            kandi-Security Security

              toon-shading has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              toon-shading code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              toon-shading does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              toon-shading releases are not available. You will need to build from source code and install.
              It has 205 lines of code, 0 functions and 3 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed toon-shading and discovered the below as its top functions. This is intended to give you an instant insight into toon-shading implemented functionality, and help decide if they suit your requirements.
            • Shader wrapper
            • handle touchstart events
            • handle touch move event
            • Handler for mouse down
            • Pan the keydown
            • Handle touch move .
            • Handle mouse move
            • Handle mouse move .
            • draw an image
            • Change the projection scale
            Get all kandi verified functions for this library.

            toon-shading Key Features

            No Key Features are available at this moment for toon-shading.

            toon-shading Examples and Code Snippets

            No Code Snippets are available at this moment for toon-shading.

            Community Discussions

            QUESTION

            Implementing toon effect with Metal shader and SceneKit
            Asked 2018-Dec-07 at 01:18

            I would like to improve my recent question and implement toon effect like this using Metal (fragment) shader in SceneKit.

            Here is my fragment shader implementing both simple phong lighting and toon effect:

            ...

            ANSWER

            Answered 2018-Dec-07 at 01:18

            This type of single-pass view-space technique is necessarily going to produce worse results than the normal-extrusion technique, but in order for it to work at all, you need to get a grip on your coordinate spaces.

            What's the aim here? Well, we want to notice when the surface normal is nearly perpendicular to the view direction, and bypass our usual lighting calculations, returning a solid silhouette color instead.

            Determining perpendicularity usually means taking dot products, but in (a +Y up, right-handed) view space, the view direction is just (0, 0, -1), V is just (0, 0, 1), and the dot product between V and the view-space normal is just the z component of the view-space normal.

            With that knowledge in-hand, we just need to make sure we're passing the view-space normal to our fragment shader correctly.

            First, change the name of the normal we pass out from the vertex shader to eyeNormal so we're clear on what space we're operating in. It's then computed as

            Source https://stackoverflow.com/questions/53658843

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install toon-shading

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/hujiulong/toon-shading.git

          • CLI

            gh repo clone hujiulong/toon-shading

          • sshUrl

            git@github.com:hujiulong/toon-shading.git

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