Linocut — Two-Ink Shader for URP
Features Directional, Point and Spot lights with realtime shadows Optional normal maps for fine detail ... Gallery has the marble bust, lion head and horse head from the trailer.
by ApeDynasty
Price History +
Flat two-color shading driven by realtime lights and shadows
Any two colors per material
Works with Directional, Point and Spot lights
Optional normal maps for fine relief
Curved Relief mode with a curvature baker for smooth forms
Style Profiles to share one palette across many materials
Custom material Inspector
Linocut shades opaque meshes in two colors. Surfaces that get enough light use the light ink, everything else uses the shadow ink. Your lights, shadows and normal maps decide the shape of the lit areas.
Put a Two Ink material on a mesh in a URP scene and pick two colors. Light Threshold sets how much of the surface turns light. Surface Exposure balances materials against each other, and Facet Power sets how sharp the light edges are. When you move a light, the ink follows it.
Features
Directional, Point and Spot lights with realtime shadows
Optional normal maps for fine detail
Curved Relief mode with a curvature baker for smooth forms
Style Profiles to share one palette across many materials
Full shader and C# source
Demo scenes
Forest, Hall, Courtyard and Gallery, each with camera views and a settings panel in Play Mode. Gallery has the marble bust, lion head and horse head from the trailer. The other sculptures and sets in the trailer are not included.
Limits
URP with the Forward or Forward+ renderer. Opaque surfaces only. The shader doesn't support transparency, alpha cutout, lightmaps, probes, specular, cookies or color textures.
Asset uses three Poly Haven models (marble_bust_01, lion_head, horse_head) under CC0 1.0. See Third-Party Notices.txt in the package.