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Lightning Boy Shader 2.1 - User Guide | PDF | Computer Graphics
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Lightning Boy Shader 2.1 - User Guide

The LightningBoyShader 2.1 User Guide provides Blender artists with an overview of the shader's features, installation instructions, and usage tips for creating stylized materials. The shader has been revamped into an add-on for improved performance and usability, with a focus on layers and automated functions. Users are encouraged to watch accompanying video tutorials for more detailed guidance on utilizing the shader effectively.

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0% found this document useful (0 votes)
71 views26 pages

Lightning Boy Shader 2.1 - User Guide

The LightningBoyShader 2.1 User Guide provides Blender artists with an overview of the shader's features, installation instructions, and usage tips for creating stylized materials. The shader has been revamped into an add-on for improved performance and usability, with a focus on layers and automated functions. Users are encouraged to watch accompanying video tutorials for more detailed guidance on utilizing the shader effectively.

Uploaded by

antischaap
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Lightning‌‌Boy‌‌Shader‌‌2.

1‌‌-‌‌User‌‌Guide‌ ‌



Welcome‌‌to‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌2.1‌‌User‌‌Guide!‌ ‌ ‌

This‌‌shader‌‌was‌‌created‌‌to‌‌provide‌‌Blender‌‌artists‌‌a‌‌better‌‌way‌‌to‌‌build‌‌their‌‌own‌‌stylized‌‌
materials.‌‌Many‌‌of‌‌the‌‌ideas‌‌you’ll‌‌see‌‌here‌‌originate‌‌from‌‌our‌‌toon‌‌shader‌‌tutorial‌‌series.‌ ‌
They‌‌were‌‌expanded‌‌upon‌‌with‌‌the‌‌release‌‌of‌‌LBS‌‌2.0,‌‌which‌‌introduced‌‌a‌‌layer‌‌system,‌‌
drag-and-drop‌‌styles‌‌and‌‌more‌‌intuitive‌‌masking.‌‌With‌‌LBS‌‌2.1,‌‌we‌‌did‌‌a‌‌complete‌‌overhaul‌‌by‌‌
repackaging‌‌it‌‌into‌‌an‌‌add-on.‌‌The‌‌shader‌‌is‌‌now‌‌faster‌‌to‌‌use,‌‌lights‌‌are‌‌more‌‌responsive,‌‌and‌‌
multiple‌‌automated‌‌functions‌‌have‌‌been‌‌added,‌‌easily‌‌accessible‌‌from‌‌the‌‌Shader‌‌Editor.‌ ‌



This‌‌user‌‌guide‌‌will‌‌explain‌‌everything‌‌you‌‌need‌‌to‌‌know‌‌to‌‌get‌‌started.‌‌While‌‌we‌‌did‌‌our‌‌best‌‌to‌‌
make‌‌this‌‌guide‌‌as‌‌comprehensive‌‌as‌‌possible,‌‌we‌‌highly‌‌encourage‌‌you‌‌to‌‌watch‌‌our‌‌video‌‌
tutorial‌L
‌ BS‌‌2.1:‌‌Make‌‌Any‌‌NPR‌‌Style‌‌(Sketch,‌‌Toon,‌‌Outline,‌‌Hatch…)‌,‌‌where‌‌we‌‌give‌‌an‌‌
overview‌‌of‌‌the‌‌shader,‌‌what’s‌‌new‌‌from‌‌the‌‌previous‌‌version,‌‌as‌‌well‌‌as‌‌some‌‌handy‌‌tips‌‌and‌‌
tricks‌‌on‌‌how‌‌to‌‌achieve‌‌various‌‌stylized‌‌effects.‌ ‌

You‌‌might‌‌also‌‌enjoy‌‌watching‌T ‌ oon‌‌Shaded‌‌Character‌‌Guide‌‌-‌‌From‌‌Modeling‌‌to‌‌Final‌‌Shading‌,‌‌
where‌‌we‌‌explain‌‌how‌‌we‌‌made‌‌our‌‌characters‌‌for‌‌our‌‌project‌‌Dinomancers‌‌using‌‌this‌‌shader.‌‌
This‌‌video‌‌uses‌‌LBS‌‌2.0,‌‌so‌‌a‌‌few‌‌things‌‌are‌‌out‌‌of‌‌date,‌‌but‌‌for‌‌the‌‌most‌‌part‌‌all‌‌the‌‌nodes‌‌and‌‌
properties‌‌are‌‌still‌‌the‌‌same.‌ ‌

BLENDER‌‌COMPATIBILITY‌ ‌

Before‌‌you‌‌dive‌‌in,‌‌make‌‌sure‌‌to‌‌be‌‌using‌B
‌ lender‌‌2.93‌.‌W
‌ hile‌‌w
‌ e‌‌do‌‌our‌‌best‌‌to‌‌adapt‌‌the‌‌
shader‌‌to‌‌work‌‌with‌‌new‌‌Blender‌‌versions‌‌as‌‌they‌‌release,‌‌using‌‌Blender‌‌2.93‌‌is‌‌the‌‌best‌‌way‌‌to‌‌
ensure‌‌everything‌‌works‌‌as‌‌intended.‌ ‌

1‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

HOW‌‌TO‌‌INSTALL‌‌THE‌‌ADD-ON‌ ‌

To‌‌install‌‌the‌‌add-on,‌‌go‌‌to‌‌‌Edit‌‌>‌‌Preferences‌‌>‌‌Add-ons‌,‌‌and‌‌click‌‌‌[Install…].‌‌‌Using‌‌the‌‌browser‌‌
window‌‌that‌‌appears,‌‌locate‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌zip‌‌file.‌‌Then,‌‌find‌‌the‌‌addon‌‌using‌‌the‌‌
search‌‌bar‌‌and‌‌check‌‌the‌‌little‌‌box.‌‌It‌‌will‌‌now‌‌be‌‌activated‌‌whenever‌‌you‌‌start‌‌Blender!‌ ‌

USING‌‌THE‌‌ADD-ON‌ ‌

All‌‌of‌‌the‌‌add-on‌‌options‌‌are‌‌found‌‌in‌‌the‌S ‌ hader‌‌Editor‌.‌‌One‌‌
way‌‌to‌‌access‌‌it‌‌is‌‌to‌‌extend‌‌the‌‌bottom‌‌timeline‌‌upwards‌‌and‌‌
change‌‌the‌E ‌ ditor‌‌Type‌‌‌to‌S‌ hader‌‌Editor‌i‌n‌‌the‌‌top‌‌left.‌‌Once‌‌
you‌‌have‌‌it‌‌open,‌p ‌ ress‌N ‌ ‌‌to‌‌toggle‌‌the‌‌sidebar‌‌on‌‌the‌‌right.‌‌If‌‌
the‌‌add-on‌‌is‌‌installed‌‌correctly,‌‌you‌‌should‌‌see‌‌a‌‌tab‌‌called‌‌
LBS‌‌with‌‌some‌‌buttons.‌‌We’ll‌‌only‌‌look‌‌at‌‌two‌‌of‌‌them‌‌for‌‌now:‌‌
Set‌‌Up‌‌Base‌‌Scene‌‌‌and‌B ‌ ase‌‌Material‌.‌‌The‌‌others‌‌will‌‌be‌‌
explained‌‌at‌‌the‌‌end‌‌of‌‌this‌‌guide‌(‌ Additional‌‌Options,‌‌‌p.22)‌.‌ ‌

Set‌U
‌ p‌B
‌ ase‌S
‌ cene‌ ‌
Whenever‌‌you‌‌start‌‌a‌‌new‌‌scene,‌‌click‌‌on‌‌‌Set‌‌Up‌‌Base‌‌Scene‌.‌‌
A‌‌collection‌‌called‌L‌ ightning‌‌Boy‌‌Shader‌‌‌will‌‌be‌‌imported‌‌
containing‌‌useful‌‌lights‌‌and‌‌objects,‌‌your‌C ‌ olor‌‌Management‌‌
settings‌‌will‌‌be‌‌automatically‌‌optimized,‌‌and‌‌the‌‌world‌‌
material‌‌will‌‌change‌‌so‌‌it‌‌doesn’t‌‌interfere‌‌with‌‌the‌‌scene’s‌‌
lighting.‌‌Any‌‌other‌‌lights‌‌present‌‌in‌‌the‌‌scene‌‌will‌‌also‌‌be‌‌
disabled‌‌as‌‌they‌‌are‌‌not‌‌compatible‌‌with‌‌this‌‌shader.‌ ‌

2‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌


If‌‌you‌‌change‌‌the‌V ‌ iewport‌‌Shading‌‌‌to‌R ‌ endered‌,‌‌in‌‌the‌‌
top‌‌right‌‌of‌‌your‌‌screen,‌‌you’ll‌‌notice‌‌that‌‌the‌s ‌ ky‌‌has‌‌
transformed‌‌into‌‌a‌‌blue‌‌gradient‌.‌‌You‌‌can‌‌modify‌‌those‌‌
colors‌‌at‌‌any‌‌time‌‌by‌‌going‌‌to‌‌the‌‌top‌‌left‌‌of‌‌the‌S‌ hader‌‌
Editor,‌a‌ nd‌‌change‌‌the‌‌data‌‌type‌‌from‌O ‌ bject‌t‌ o‌W‌ orld‌.‌‌
You’ll‌‌see‌‌a‌‌bunch‌‌of‌‌nodes‌‌there,‌‌but‌‌the‌‌only‌‌important‌‌
part‌‌is‌‌the‌M
‌ ix‌‌‌node‌‌with‌‌the‌I‌s‌‌Camera‌‌Ray‌‌‌input.‌‌The‌‌
color‌‌ramp‌‌itself‌‌can‌‌be‌‌changed‌‌to‌‌anything‌‌else.‌ ‌



Base‌M
‌ aterial‌ ‌
To‌‌get‌‌started,‌‌you’ll‌‌first‌‌need‌‌a‌‌material.‌‌You‌‌
can‌‌use‌‌the‌B‌ ase‌‌Material‌b ‌ utton‌‌from‌‌the‌‌
add-on‌‌panel‌‌to‌‌quickly‌‌replace‌‌any‌‌object’s‌‌
active‌‌material‌‌with‌‌a‌‌basic‌‌LBS‌‌material.‌ ‌

Making‌‌Unique‌‌Copies:‌‌‌The‌‌changes‌‌you‌‌do‌‌
to‌‌a‌‌material‌‌will‌‌be‌‌applied‌‌to‌‌all‌‌the‌‌objects‌‌
sharing‌‌that‌‌material.‌‌To‌‌make‌‌a‌‌unique‌‌copy‌‌
of‌‌a‌‌material,‌‌create‌‌a‌‌new‌‌material‌‌slot‌‌with‌‌
the‌+‌ ‌‌button‌‌and‌‌select‌‌an‌‌already-used‌‌
material‌‌from‌‌the‌‌list.‌‌Then,‌‌click‌‌on‌‌the‌‌
numbered‌‌icon‌‌next‌‌to‌‌that‌‌material’s‌‌name‌‌
and‌‌rename‌‌it.‌‌Doing‌‌unique‌‌copies‌‌of‌‌an‌‌LBS‌‌
material‌‌like‌‌this‌‌will‌‌allow‌‌you‌‌to‌‌build‌‌different‌‌styles‌‌for‌‌different‌‌objects.‌‌ ‌

Now,‌‌let’s‌‌look‌‌at‌‌the‌‌LBS‌‌material‌‌in‌‌the‌‌Shader‌‌Editor,‌‌as‌‌it‌‌works‌‌a‌‌little‌‌differently‌‌than‌‌usual.‌ ‌

Node‌S
‌ ockets‌ ‌
Normally,‌‌green‌‌node‌‌sockets‌ ‌are‌‌used‌‌to‌‌connect‌‌
Shader-type‌‌BSDF‌‌nodes.‌‌In‌‌the‌‌case‌‌of‌‌this‌‌shader,‌‌
however,‌‌green‌‌sockets‌‌are‌‌used‌‌for‌l‌ayers‌.‌‌While‌‌the‌‌
colors‌‌are‌‌the‌‌same,‌‌the‌‌internal‌‌logic‌‌of‌‌the‌‌nodes‌‌is‌‌
completely‌‌different.‌‌Thus,‌‌it‌‌is‌‌important‌‌to‌o ‌ nly‌‌use‌‌
LBS‌‌nodes‌‌when‌‌connecting‌‌green‌‌sockets‌‌together‌.‌‌All‌‌LBS‌‌nodes‌‌have‌‌a‌‌red‌‌title‌‌bar‌‌and‌‌a‌‌
light‌‌blue‌‌background‌‌so‌‌they‌‌are‌‌easy‌‌to‌‌recognize.‌ ‌

Grey‌‌ ,‌‌Yellow‌‌ and‌‌Purple‌‌ connectors‌‌will‌‌work‌‌as‌‌usual‌‌and‌‌with‌‌any‌‌kind‌‌of‌‌Blender‌‌
nodes,‌‌as‌‌they‌‌contain‌‌the‌‌same‌‌type‌‌of‌‌value,‌‌color‌‌and‌‌vector‌‌information.‌ ‌

3‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Layers‌ ‌
The‌‌Lightning‌‌Boy‌‌Shader‌‌is‌‌unique‌‌because‌‌of‌‌its‌‌use‌‌of‌‌layers.‌‌Much‌‌like‌‌in‌‌Substance‌‌Painter‌‌
and‌‌Photoshop,‌‌they‌‌act‌‌a‌‌bit‌‌like‌‌sheets‌‌of‌‌acetate‌‌stacked‌‌on‌‌top‌‌of‌‌one‌‌another,‌‌letting‌‌you‌‌
see‌‌the‌‌layers‌‌underneath‌‌where‌‌left‌‌transparent.‌ ‌

You‌‌can‌‌change‌‌the‌‌number‌‌of‌‌layers‌‌at‌‌any‌‌time‌‌by‌‌clicking‌‌on‌‌the‌‌number‌‌at‌‌top‌‌of‌‌the‌‌
Lightning‌‌Boy‌‌Shader‌‌node‌.‌‌Either‌‌type‌‌in‌‌the‌‌number‌‌of‌‌layers‌‌you‌‌want,‌‌or‌‌use‌‌the‌‌left‌‌and‌‌
right‌‌arrows‌‌to‌‌add‌‌or‌‌remove‌‌layers‌‌one‌‌at‌‌a‌‌time.‌‌ ‌












The‌‌layers‌‌we‌‌will‌‌be‌‌stacking‌‌are‌‌more‌‌than‌‌mere‌‌layers‌‌of‌‌paint,‌‌however:‌‌they‌‌are‌‌full-fledged‌‌
features‌.‌‌Each‌‌of‌‌them‌‌is‌‌a‌‌self-contained‌‌shading‌‌module—Specular,‌‌Outline,‌‌Occlusion—and‌‌
each‌‌one‌‌comes‌‌with‌‌unique‌‌properties‌‌you‌‌can‌‌play‌‌with.‌‌By‌‌stacking‌‌features‌‌on‌‌top‌‌of‌‌one‌‌
another,‌‌and‌‌choosing‌‌in‌‌what‌‌order‌‌they‌‌are‌‌stacked,‌‌you‌‌can‌‌achieve‌‌precise‌‌control‌‌over‌‌your‌‌
stylized‌‌materials.‌‌ ‌

Features‌ ‌
By‌‌default,‌‌you‌‌can‌‌see‌‌that‌‌the‌‌LBS‌‌material‌‌already‌‌has‌‌
a‌‌few‌‌features‌‌connected‌‌to‌‌it:‌‌a‌C ‌ olor‌‌‌in‌‌layer‌‌1,‌‌a‌K
‌ ey‌‌
Light‌‌‌in‌‌layer‌‌2,‌‌and‌‌a‌S
‌ pecular‌‌‌in‌‌layer‌‌3.‌ ‌

There‌‌are‌‌two‌‌ways‌‌you‌‌can‌‌adjust‌‌those‌‌features:‌‌either‌‌
in‌‌the‌‌M
‌ aterial‌‌Properties‌‌‌panel‌‌on‌‌the‌‌right‌‌of‌‌your‌‌
screen—you‌‌just‌‌have‌‌to‌‌expand‌‌their‌‌content‌‌first‌‌by‌‌
clicking‌‌on‌‌the‌‌little‌‌arrow—or‌‌you‌‌can‌‌edit‌‌them‌‌directly‌‌
in‌‌the‌S‌ hader‌‌Editor‌‌‌by‌‌revealing‌‌their‌‌properties.‌ ‌





4‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Revealing‌P
‌ roperties‌ ‌
When‌‌you‌‌create‌‌a‌‌new‌‌feature‌‌in‌‌the‌S ‌ hader‌‌Editor‌,‌‌it‌‌will‌‌be‌‌closed‌‌down‌‌and‌‌appear‌‌as‌‌a‌‌
single‌‌red‌‌bar.‌‌If‌‌you‌‌wish‌‌to‌‌reveal‌‌all‌‌the‌‌hidden‌‌properties,‌p ‌ ress‌H
‌ ‌w
‌ ith‌‌the‌‌node‌‌selected.‌ ‌

While‌‌revealing‌‌properties‌‌is‌‌useful‌‌to‌‌make‌‌adjustments,‌‌closing‌‌them‌‌back‌‌down‌‌when‌‌you’re‌‌
done‌‌can‌‌help‌‌reduce‌‌the‌‌clutter‌‌in‌‌your‌‌workspace,‌‌and‌‌better‌‌see‌‌what‌‌layers‌‌each‌‌feature‌‌is‌‌
connected‌‌to.‌‌At‌‌any‌‌time,‌‌you‌‌can‌‌select‌‌any‌‌number‌‌of‌‌features‌‌and‌‌press‌‌H‌‌to‌‌close‌‌them‌‌all‌‌
down‌‌at‌‌once.‌‌Notice‌‌how‌‌only‌‌a‌‌few‌‌select‌‌inputs‌‌and‌‌outputs‌‌are‌‌visible‌‌in‌‌that‌‌state.‌‌Once‌‌
you‌‌are‌‌more‌‌familiar‌‌with‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌and‌‌its‌‌many‌‌features,‌‌you’ll‌‌be‌‌able‌‌to‌‌
quickly‌‌connect‌‌nodes‌‌together‌‌without‌‌revealing‌‌their‌‌contents.‌‌For‌‌instance,‌‌left‌‌grey‌‌sockets‌‌
are‌‌always‌‌used‌‌for‌M ‌ asks‌‌‌and‌‌yellow‌‌sockets‌‌for‌C ‌ olor‌—they‌‌are‌‌generally‌‌the‌‌two‌‌you‌‌are‌‌
most‌‌likely‌‌to‌‌want‌‌to‌‌connect.‌‌ ‌


Global‌S
‌ ettings‌ ‌
Anytime‌‌you‌‌see‌‌a‌‌feature‌‌with‌‌an‌‌asterisk‌‌(*),‌‌it‌‌means‌‌it‌‌
contains‌‌Global‌‌Settings.‌‌While‌‌the‌‌basic‌‌properties‌‌on‌‌a‌‌LBS‌‌
node‌‌will‌‌only‌‌affect‌‌that‌‌node‌‌locally,‌‌editing‌‌Global‌‌Settings‌‌
will‌‌let‌‌you‌‌affect‌‌multiple‌‌nodes‌‌at‌‌once.‌P‌ ress‌T
‌ AB‌‌‌with‌‌the‌‌
node‌‌selected‌‌to‌‌toggle‌‌Global‌‌Settings‌‌visibility‌‌on‌‌or‌‌off.‌ ‌

What‌‌features‌‌the‌‌Global‌‌Settings‌‌will‌‌influence‌‌is‌‌always‌‌
determined‌‌by‌‌the‌I‌ nstance‌‌‌name‌‌at‌‌the‌‌top.‌‌The‌‌field‌‌is‌‌
blank‌‌by‌‌default,‌‌which‌‌means‌‌every‌‌similar-type‌‌node‌‌will‌‌
share‌‌the‌‌same‌‌Global‌‌Settings.‌‌If‌‌you‌‌type‌‌a‌‌different‌‌
Instance‌‌name,‌‌it‌‌will‌‌now‌‌be‌‌available‌‌in‌‌the‌‌drop-down‌‌list‌‌
for‌‌other‌‌nodes‌‌to‌‌use.‌ ‌




5‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Creating‌N
‌ ew‌F
‌ eatures‌ ‌

If‌‌you‌‌press‌S
‌ hift-A‌‌‌in‌‌the‌‌Shader‌‌Editor,‌‌you’ll‌‌notice‌‌a‌L
‌ BS‌‌‌section‌‌at‌‌the‌‌bottom.‌‌It‌‌contains‌‌a‌‌
library‌‌of‌‌nodes‌‌built‌‌specifically‌‌for‌‌this‌‌shader.‌‌Simply‌‌click‌‌on‌‌any‌‌of‌‌them‌‌to‌‌start‌‌adding‌‌new‌‌
features.‌‌The‌‌following‌‌sections‌‌will‌‌explore‌‌each‌‌of‌‌them—how‌‌they‌‌can‌‌be‌‌used‌‌to‌‌stylize‌‌your‌‌
material,‌‌and‌‌what‌‌kind‌‌of‌‌unique‌‌properties‌‌they‌‌have.‌ ‌

FEATURE‌‌1.‌‌L‌ IGHTING‌ ‌
The‌‌first‌‌set‌‌of‌‌features‌‌control‌‌lighting:‌‌they’re‌‌used‌‌to‌‌control‌‌which‌‌materials‌‌receive‌‌light,‌ ‌
from‌‌what‌‌direction,‌‌and‌‌how‌‌that‌‌light‌‌reacts‌‌on‌‌the‌‌surface.‌‌There‌‌are‌‌two‌‌main‌‌types‌‌of‌‌
lighting‌‌nodes‌‌you‌‌can‌‌use‌‌with‌‌the‌‌Lightning‌‌Boy‌‌Shader:‌‌Key‌‌Lights‌‌and‌‌Virtual‌‌Lights.‌ ‌

Key‌L ‌ ight‌ ‌

Key‌‌Lights‌‌are‌‌the‌‌only‌‌type‌‌of‌‌light‌‌which‌‌can‌‌cast‌‌shadows.‌‌When‌‌
you‌‌make‌‌a‌‌Key‌‌Light‌‌node,‌‌it‌‌will‌‌be‌‌linked‌‌to‌‌one‌‌of‌‌the‌‌light‌‌
objects‌‌found‌‌in‌‌the‌L‌ ightning‌‌Boy‌‌Shader‌‌‌collection,‌‌under‌M ‌ ain‌‌
Lights‌.‌‌Exactly‌‌three‌‌lights‌‌are‌‌available:‌C‌ haracter,‌‌Background,‌‌
and‌‌Extra‌.‌‌To‌‌change‌‌which‌‌light‌‌the‌‌Key‌‌Light‌‌node‌‌links‌‌to,‌‌use‌‌
the‌‌drop-down‌‌menu‌‌at‌‌the‌‌top.‌ ‌

We‌‌recommend‌‌using‌‌one‌‌light‌‌for‌‌Characters‌‌(or‌‌important‌‌
foreground‌‌objects)‌‌,‌‌the‌‌other‌‌to‌‌light‌‌the‌‌Background‌‌(such‌‌as‌‌the‌‌
ground‌‌plane‌‌and‌‌the‌‌surroundings),‌‌and‌‌the‌‌last‌‌for‌‌Extra‌‌lighting‌‌
(rim‌‌lights‌‌or‌‌special‌‌effects).‌‌This‌‌workflow‌‌allows‌‌you‌‌to‌‌light‌‌the‌‌
characters‌‌from‌‌an‌‌exaggerated‌‌frontal‌‌angle—creating‌‌flatter,‌‌
more‌‌pleasing‌‌shadows—while‌‌still‌‌having‌‌your‌‌character‌‌cast‌‌a‌‌
top-down‌‌shadow‌‌on‌‌the‌‌floor.‌‌But‌‌feel‌‌free‌‌to‌‌use‌‌the‌‌three‌‌sets‌‌however‌‌you‌‌prefer!‌ ‌

6‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

The‌‌way‌‌light-linking‌‌is‌‌achieved‌‌with‌‌this‌‌shader‌‌is‌‌by‌‌having‌‌lights‌‌cast‌‌only‌‌one‌‌of‌‌the‌‌three‌‌
RGB‌‌colors,‌‌and‌‌then‌‌filtering‌‌out‌‌that‌‌color‌‌channel‌‌internally‌‌to‌‌isolate‌‌them.‌‌This‌‌is‌‌why‌‌lights‌‌
are‌‌disabled‌‌automatically‌‌when‌‌you‌‌click‌‌on‌S ‌ et‌‌up‌‌Base‌‌Scene‌.‌‌Otherwise‌‌they‌‌would‌‌add‌‌their‌‌
influence‌‌to‌‌each‌‌color‌‌channel‌‌unevenly‌‌and‌‌the‌‌Key‌‌Light‌‌features‌‌would‌‌not‌‌work‌‌correctly.‌‌ ‌

Below‌‌is‌‌an‌‌overview‌‌of‌‌each‌‌property‌‌on‌‌the‌‌Key‌‌Light.‌‌These‌‌properties‌‌are‌‌quite‌‌common‌‌and‌‌
will‌‌be‌‌found‌‌on‌‌many‌‌other‌‌features‌‌as‌‌well.‌‌We‌‌will‌‌only‌‌explain‌‌them‌‌once‌‌for‌‌brevity,‌‌unless‌‌
there’s‌‌a‌‌difference‌‌in‌‌how‌‌a‌‌particular‌‌feature‌‌uses‌‌that‌‌property.‌ ‌

Color:‌‌‌This‌‌property‌‌controls‌‌what‌‌color‌‌the‌‌feature‌‌casts‌‌on‌‌the‌‌object.‌‌If‌‌you‌‌don’t‌‌want‌‌to‌‌use‌‌
a‌‌pure‌‌color,‌‌you‌‌can‌‌also‌‌connect‌‌an‌‌image‌‌texture‌‌or‌‌paint‌‌one‌‌in‌‌Blender‌‌using‌‌masks.‌‌
(Painting‌‌Textures‌‌With‌‌Masks,‌‌‌p.11)‌.‌ ‌

Softness:‌‌‌This‌‌property‌‌determines‌‌how‌‌sharp‌‌or‌‌soft‌‌the‌‌feature‌‌looks.‌‌A‌‌value‌‌of‌‌1‌‌will‌‌make‌‌
the‌‌feature‌‌very‌‌diffuse,‌‌while‌‌a‌‌value‌‌of‌‌0‌‌will‌‌make‌‌it‌‌sharp‌‌like‌‌a‌‌cel-shaded‌‌anime.‌ ‌

Range:‌‌‌This‌‌property‌‌controls‌‌how‌‌much‌‌the‌‌feature‌‌covers‌‌the‌‌surface.‌‌A‌‌value‌‌of‌‌1‌‌will‌‌extend‌‌
the‌‌area‌‌as‌‌much‌‌as‌‌physically‌‌possible,‌‌while‌‌a‌‌value‌‌of‌‌0‌‌will‌‌reduce‌‌the‌‌area‌‌until‌‌it‌‌
disappears.‌‌A‌‌Key‌‌Light’s‌‌Range‌‌will‌‌never‌‌illuminate‌‌past‌‌90°‌‌of‌‌the‌‌light’s‌‌orientation.‌‌To‌‌go‌‌
past‌‌this‌‌natural‌‌limit,‌‌use‌‌a‌V
‌ irtual‌‌Light‌‌‌instead‌(‌ Virtual‌‌Lights,‌‌p.9)‌.‌ ‌

Invert‌:‌‌This‌‌property‌‌flips‌‌the‌‌opaque‌‌areas‌‌so‌‌they‌‌become‌‌transparent,‌‌and‌‌vice-versa.‌‌Doing‌‌
so‌‌can‌‌be‌‌useful‌‌for‌‌masking‌‌purposes,‌‌and‌‌for‌‌achieving‌‌certain‌‌effects‌‌with‌S ‌ tyles‌‌‌‌(F
‌ eature‌‌6.‌‌
Styles‌,‌‌p.18)‌.‌ ‌

Opacity:‌‌‌This‌‌property‌‌allows‌‌you‌‌to‌‌fade‌‌out‌‌the‌‌layer‌‌so‌‌that‌‌you‌‌start‌‌seeing‌‌the‌‌layers‌‌
underneath.‌‌Reduce‌‌the‌‌Opacity‌‌to‌‌zero‌‌to‌‌make‌‌the‌‌feature‌‌completely‌‌transparent,‌‌or‌‌connect‌‌
a‌‌black‌‌and‌‌white‌‌image‌‌texture‌‌t‌ o‌m‌ ask‌‌out‌‌certain‌‌sections‌.‌‌ ‌



7‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Normal:‌T‌ his‌‌property‌‌lets‌‌you‌‌use‌‌a‌‌normal‌‌map‌‌to‌‌give‌‌more‌‌details‌‌to‌‌your‌‌object.‌‌Connect‌‌it‌‌
the‌‌same‌‌way‌‌you‌‌usually‌‌would‌‌in‌‌Blender—using‌S ‌ hift-A‌,‌‌create‌‌an‌‌Image‌‌Texture‌‌and‌‌a‌‌
Normal‌‌Map‌‌node,‌‌and‌‌connect‌‌them‌‌together‌‌using‌‌the‌‌yellow‌‌Color‌‌input.‌‌Then,‌‌click‌‌Open‌‌to‌‌
import‌‌your‌‌texture,‌‌change‌‌the‌‌Color‌‌Space‌‌to‌N‌ on-Color‌a ‌ nd‌‌connect‌‌the‌‌Normal‌‌output‌‌to‌‌the‌‌
Key‌‌Light’s‌‌ Normal‌‌input.‌ ‌


Global‌‌Settings:‌S ‌ ince‌‌the‌‌Key‌‌Light‌‌feature‌‌has‌‌an‌‌asterisk‌‌(*)‌‌next‌‌to‌‌its‌‌name,‌‌it‌‌means‌‌it‌‌
contains‌‌Global‌‌Settings.‌‌A ‌ s‌‌always‌,‌p ‌ ress‌T
‌ AB‌t‌ o‌‌access‌‌them.‌‌The‌‌first‌‌option‌‌is‌‌a‌‌Color‌‌with‌‌a‌‌
Slider.‌‌Increase‌‌the‌‌value‌‌of‌‌that‌‌slider‌‌to‌‌override‌‌the‌‌Key‌‌Light’s‌‌local‌‌color‌‌with‌‌the‌‌Global‌‌
Color.‌‌As‌‌for‌‌Opacity,‌‌use‌‌it‌‌to‌‌make‌‌all‌‌Key‌‌Lights‌‌in‌‌the‌‌scene‌‌more‌‌transparent.‌‌Remember‌‌
that‌‌you‌‌can‌‌change‌‌which‌‌Key‌‌Lights‌‌are‌‌affected‌‌by‌‌the‌‌Global‌‌Settings‌‌by‌‌changing‌‌the‌‌
Instance‌‌name‌‌at‌‌the‌‌top.‌ ‌

Specular‌ ‌
Specular‌‌is‌‌the‌‌bright‌‌highlight‌‌you‌‌see‌‌on‌‌shiny‌‌or‌‌metallic‌‌
surfaces.‌‌There‌‌is‌‌already‌‌a‌‌specular‌‌included‌‌by‌‌default‌‌on‌‌the‌‌
LBS‌‌Material,‌‌but‌‌you‌‌can‌‌quickly‌a ‌ dd‌‌a‌‌glow‌‌effect‌‌by‌‌adding‌‌a‌‌
second‌‌one‌‌‌(either‌‌on‌‌the‌‌layer‌‌above‌‌or‌‌below)‌‌and‌‌changing‌‌the‌‌
Softness‌‌and‌‌Range‌‌to‌‌make‌‌it‌‌more‌‌diffuse.‌‌Like‌‌the‌‌Key‌‌Light‌‌
node,‌‌the‌‌Specular‌‌can‌‌link‌‌to‌‌either‌‌the‌‌Character,‌‌Background‌‌or‌‌
Extra‌‌light‌‌contained‌‌in‌‌the‌‌‌Lighting‌‌Boy‌‌Shader‌‌‌collection.‌ ‌

Offset:‌‌‌This‌‌property‌‌cheats‌‌the‌‌Specular‌‌position‌‌in‌‌relation‌‌to‌‌
the‌‌light.‌‌You‌‌can‌‌move‌‌it‌‌in‌‌any‌‌of‌‌the‌‌three‌‌X,‌‌Y‌‌and‌‌Z‌‌axes.‌‌This‌‌can‌‌be‌‌useful‌‌if‌‌you‌‌want‌‌to‌‌
create‌‌a‌‌double‌‌Specular,‌‌or‌‌simply‌‌offset‌‌the‌‌position‌‌of‌‌the‌‌specular‌‌a‌‌particular‌‌way‌‌without‌‌
changing‌‌the‌‌actual‌‌light‌‌direction.‌ ‌



8‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Virtual‌L
‌ ights‌ ‌
While‌‌you‌‌can‌‌only‌‌have‌‌three‌‌Key‌‌Lights‌‌with‌‌this‌‌shader,‌‌
you‌‌can‌‌create‌‌additional‌‌lighting‌‌using‌‌Virtual‌‌Lights.‌‌
Instead‌‌of‌‌filtering‌‌one‌‌of‌‌the‌‌three‌‌RGB‌‌colors,‌‌the‌‌way‌‌
Virtual‌‌Lights‌‌work‌‌is‌‌they‌‌compare‌‌face‌‌normals‌‌against‌‌an‌‌
object‌‌in‌‌the‌‌scene‌‌to‌‌create‌‌illumination.‌‌This‌‌method‌‌
doesn’t‌‌generate‌‌any‌‌shadows—that’s‌‌why‌‌they‌‌are‌‌called‌‌
virtual.‌‌However,‌‌the‌‌advantage‌‌is‌‌‌you‌‌can‌‌create‌‌any‌‌
number‌‌of‌‌them‌.‌ ‌

Unlike‌‌the‌‌Key‌‌Light‌‌feature,‌‌most‌‌of‌‌the‌‌Virtual‌‌Light’s‌‌
properties‌‌are‌G ‌ lobal‌‌Settings‌,‌‌so‌‌you’ll‌‌likely‌‌want‌‌to‌h
‌ it‌‌
TAB‌‌‌the‌‌first‌‌chance‌‌you‌‌get‌‌to‌‌see‌‌all‌‌the‌‌available‌‌options.‌‌ ‌
Let’s‌‌look‌‌at‌‌the‌‌particularities‌‌of‌‌each‌‌Virtual‌‌Light.‌ ‌

Sun:‌‌T‌ hey’re‌‌the‌‌closest‌‌you’ll‌‌get‌‌to‌‌Key‌‌Lights,‌‌meaning‌‌
they‌‌illuminate‌‌in‌‌one‌‌single‌‌direction‌‌from‌‌a‌‌point‌‌infinitely‌‌
distant.‌‌The‌‌main‌‌difference‌‌is‌‌their‌‌Range‌‌can‌‌go‌‌past‌‌the‌‌
natural‌‌90°‌‌limit,‌‌reaching‌‌all‌‌the‌‌way‌‌behind‌‌an‌‌object.‌ ‌

Point:‌‌T‌ his‌‌light‌‌illuminates‌‌from‌‌a‌‌single‌‌point‌‌in‌‌space.‌‌
You‌‌can‌‌control‌‌how‌‌far‌‌the‌‌light‌‌reaches‌‌using‌‌Max‌‌
Distance.‌‌Use‌‌a‌‌low‌‌Range‌‌value‌‌if‌‌you‌‌want‌‌the‌‌light‌‌area‌‌to‌‌
look‌‌something‌‌more‌‌like‌‌a‌‌specular.‌ ‌

Spot:‌V ‌ irtual‌‌Spot‌‌Lights‌‌offer‌‌all‌‌the‌‌same‌‌properties‌‌as‌‌the‌‌
other‌‌Virtual‌‌Lights,‌‌plus‌‌two‌‌extra‌‌options:‌‌Cone‌‌Softness‌‌
and‌‌Cone‌‌Angle.‌‌Both‌‌will‌‌let‌‌you‌‌define‌‌the‌‌shape‌‌of‌‌the‌‌spotlight,‌‌masking‌‌out‌‌everything‌‌
outside‌‌of‌‌it.‌‌ ‌

Adding‌M
‌ ore‌V
‌ irtual‌L
‌ ights‌i‌n‌t‌ he‌S
‌ cene‌ ‌
When‌‌you‌‌make‌‌a‌‌new‌‌scene,‌‌you’ll‌‌find‌‌only‌‌one‌‌Virtual‌‌Sun,‌‌Point‌‌
and‌‌Spot‌‌Light‌‌in‌‌the‌L ‌ ightning‌‌Boy‌‌Shader‌‌‌collection.‌‌Any‌‌Virtual‌‌
Light‌‌feature‌‌you‌‌create‌‌on‌‌your‌‌materials‌‌will‌‌link‌‌to‌‌them‌‌by‌‌
default.‌‌If‌‌you‌‌need‌‌more,‌‌simply‌‌duplicate‌‌any‌‌of‌‌the‌‌light‌‌
objects—leaving‌‌them‌‌in‌‌the‌‌same‌‌collection—‌‌and‌‌relink‌‌using‌‌
the‌‌object‌‌field‌‌in‌‌the‌‌Global‌‌Settings.‌‌Because‌‌any‌‌Virtual‌‌Light‌‌
feature‌‌you‌‌create‌‌will‌‌share‌‌the‌‌same‌‌Global‌‌Properties‌‌by‌‌
default,‌‌you’ll‌‌also‌‌need‌‌to‌‌change‌‌the‌‌Instance‌‌name‌‌before‌‌you‌‌
relink‌‌to‌‌the‌‌new‌‌light‌‌object.‌ ‌

9‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

FEATURE‌‌2.‌‌C‌ OLOR‌ ‌

The‌‌next‌‌features‌‌will‌‌allow‌‌you‌‌to‌‌add‌‌or‌‌adjust‌‌color‌‌on‌‌your‌‌material—whether‌‌by‌‌simply‌‌
adding‌‌a‌‌single‌‌layer‌‌of‌‌color,‌‌importing‌‌an‌‌image‌‌texture‌‌painted‌‌in‌‌another‌‌program,‌‌adding‌‌
details‌‌using‌‌an‌‌alpha‌‌texture,‌‌or‌‌even‌‌painting‌‌a‌‌complex‌‌multi-layered‌‌texture‌‌directly‌‌in‌‌
Blender.‌‌ ‌

Color‌ ‌
The‌‌Color‌‌feature‌‌lets‌‌you‌‌add‌‌color‌‌and‌‌textures‌‌to‌‌your‌‌material.‌‌
Notice‌‌that‌‌the‌‌basic‌‌LBS‌‌material‌‌uses‌‌one‌‌as‌‌the‌‌bottom‌‌layer‌‌to‌‌
set‌‌the‌‌color‌‌of‌‌the‌‌shadows.‌‌When‌‌combined‌‌with‌‌an‌‌Alpha‌‌Mask,‌‌
this‌‌feature‌‌can‌‌be‌‌used‌‌to‌‌add‌‌extra‌‌details‌‌such‌‌as‌‌scratches‌‌or‌‌
inner‌‌lines.‌ ‌

Image‌‌Texture‌ ‌
If‌‌you‌‌wish‌‌to‌‌use‌‌a‌‌texture‌‌painted‌‌in‌‌another‌‌program,‌‌import‌‌it‌‌
using‌S ‌ hift-A‌‌>‌‌Texture‌‌>‌‌Image‌‌Textur‌e,‌‌and‌‌connect‌‌it‌‌to‌‌the‌‌Color‌‌
1‌‌input.‌‌You‌‌can‌‌now‌‌use‌‌that‌‌texture‌‌like‌‌any‌‌layer‌‌on‌‌the‌‌
Lightning‌‌Boy‌‌Shader.‌‌Alternatively,‌‌you‌‌can‌‌connect‌‌the‌‌texture‌‌
output‌‌directly‌‌in‌‌a‌‌Key‌‌Light’s‌‌Color‌‌input,‌‌without‌‌the‌‌need‌‌of‌‌a‌‌Color‌‌feature.‌ ‌

Alpha‌‌Mask‌ ‌
You‌‌can‌‌restrict‌‌color‌‌to‌‌a‌‌specific‌‌area‌‌using‌‌an‌‌alpha‌‌texture.‌‌To‌‌do‌‌so,‌‌import‌‌a‌‌black‌‌and‌‌
white‌‌image‌‌and‌‌connect‌‌it‌‌to‌‌the‌‌Alpha‌‌Mask‌‌i‌nput.‌‌Anything‌‌white‌‌will‌‌stay‌‌opaque,‌‌anything‌‌
black‌‌will‌‌be‌‌completely‌‌transparent.‌‌Although‌‌you‌‌could‌‌also‌‌connect‌‌it‌‌in‌‌Opacity,‌‌it’s‌‌best‌‌to‌‌
use‌‌the‌‌Alpha‌‌Mask‌‌for‌‌this‌‌purpose,‌‌so‌‌that‌‌you‌‌can‌‌still‌‌control‌‌the‌‌layer’s‌‌overall‌‌transparency.‌ ‌

Layers‌ ‌
The‌‌full‌‌power‌‌of‌‌the‌‌Color‌‌feature‌‌comes‌‌
from‌‌its‌‌ability‌‌to‌‌combine‌‌multiple‌‌layers‌‌
of‌‌colors‌‌and‌‌paint‌‌them‌‌right‌‌in‌‌Blender.‌ ‌

To‌‌add‌‌layers‌‌to‌‌a‌‌Color‌‌node,‌‌simply‌‌click‌‌
on‌‌the‌‌number‌‌at‌‌the‌‌top‌‌like‌‌you‌‌would‌‌
on‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌node.‌‌These‌‌
layers‌‌work‌‌much‌‌the‌‌same,‌‌except‌‌they‌‌
stack‌‌colors‌‌as‌‌opposed‌‌to‌‌LBS‌‌features.‌ ‌
Notice‌‌how‌‌the‌‌Color‌‌feature‌‌only‌‌has‌‌
yellow‌‌and‌‌grey‌‌inputs‌‌on‌‌the‌‌left‌‌side—that‌‌means‌‌those‌‌are‌‌for‌‌color‌‌information‌‌only.‌‌The‌‌
Color‌‌feature‌‌combines‌‌them‌‌into‌‌a‌‌single‌‌layer‌‌which‌‌can‌‌then‌‌be‌‌connected‌‌to‌‌the‌‌Lightning‌‌
Boy‌‌Shader‌‌via‌‌the‌‌green‌‌output.‌ ‌

10‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Painting‌T
‌ extures‌W
‌ ith‌M
‌ asks‌ ‌
To‌‌paint‌‌a‌‌multi-layered‌‌texture,‌‌create‌‌a‌‌black‌‌and‌‌white‌‌Image‌‌Texture‌‌and‌‌use‌‌it‌‌as‌‌a‌‌mask‌‌for‌‌
each‌‌new‌‌layer.‌‌You‌‌can‌‌duplicate‌‌them‌‌using‌S ‌ hift-D‌,‌‌and‌‌then‌‌connect‌‌them‌‌via‌‌the‌‌└──‌ ‌
inputs.‌I‌ t‌‌is‌‌important‌‌to‌‌use‌‌the‌‌yellow‌‌outputs‌‌of‌‌the‌‌Image‌‌Texture‌‌nodes‌,‌‌even‌‌though‌‌they‌‌
are‌‌connected‌‌to‌‌└──‌‌inputs‌‌which‌‌are‌‌grey.‌‌We‌‌will‌‌be‌‌painting‌‌black‌‌and‌‌white‌‌masks,‌‌but‌‌it‌‌is‌‌
still‌‌color‌‌information.‌‌Note‌‌that‌‌only‌‌the‌‌Alpha‌‌Mask‌‌property‌‌can‌‌change‌‌the‌‌alpha‌‌channel‌‌of‌‌
the‌‌Color‌‌feature‌‌as‌‌a‌‌whole.‌‌The‌‌└──‌‌inputs‌‌will‌‌mask‌‌the‌‌associated‌‌layers‌‌of‌‌colors‌‌but‌‌they‌‌
will‌‌always‌‌be‌‌restricted‌‌by‌‌the‌‌Alpha‌‌Mask.‌‌ ‌



To‌‌paint‌‌the‌‌texture‌‌masks,‌‌change‌‌the‌‌Mode‌‌to‌T ‌ exture‌‌Paint‌‌‌at‌‌the‌‌
top‌‌left‌‌of‌‌the‌‌main‌‌viewport.‌‌Then‌‌press‌N ‌ ‌‌and‌‌switch‌‌to‌‌the‌T ‌ ool‌‌
panel.‌‌You‌‌should‌‌see‌‌all‌‌your‌‌newly‌‌created‌‌masks‌‌in‌‌the‌T ‌ exture‌‌
Slots‌‌‌section.‌‌The‌‌easiest‌‌way‌‌to‌‌paint‌‌masks‌‌is‌‌to‌‌use‌‌a‌‌white‌‌color‌‌
to‌‌paint‌‌with,‌‌and‌‌black‌‌as‌‌the‌‌secondary‌‌color.‌‌That‌‌way,‌‌you’ll‌‌be‌‌
able‌‌to‌‌use‌C ‌ trl‌t‌ o‌‌erase.‌‌At‌‌any‌‌time,‌‌you‌‌can‌‌switch‌‌to‌‌a‌‌different‌‌
mask‌‌to‌‌paint‌‌a‌‌different‌‌color.‌‌The‌S ‌ pace‌‌‌and‌L ‌ ine‌‌S
‌ troke‌‌Methods‌‌
are‌‌great‌‌for‌‌painting‌‌masks,‌‌and‌‌the‌F ‌ alloff‌p‌ roperty‌‌will‌‌let‌‌you‌‌
achieve‌‌a‌‌smoother‌‌or‌‌sharper‌‌edge.‌ ‌

Once‌‌you‌‌are‌‌happy‌‌with‌‌the‌‌result,‌m ‌ ake‌‌sure‌‌
to‌‌save‌‌your‌‌masks‌‌‌to‌‌not‌‌lose‌‌any‌‌work‌‌when‌‌
you‌‌close‌‌Blender.‌‌Change‌‌the‌‌view‌‌to‌‌the‌‌
Image‌‌Editor‌‌(S ‌ hift-F10‌),‌‌select‌‌each‌‌texture‌‌
one‌‌by‌‌one,‌‌and‌‌do‌I‌mage‌‌>‌‌Save‌‌As‌.‌‌Once‌‌they‌‌
have‌‌been‌‌saved‌‌somewhere‌‌once,‌ ‌you‌‌can‌‌
easily‌‌save‌‌all‌‌your‌‌textures‌‌at‌‌the‌‌same‌‌time‌‌
using‌I‌mage‌‌>‌‌Save‌‌All‌‌Images‌.‌ ‌

11‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Layer‌A
‌ djustment‌ ‌
The‌‌Layer‌‌Adjustment‌‌feature‌‌is‌‌meant‌‌to‌‌be‌‌inserted‌‌in‌‌between‌‌another‌‌feature‌‌and‌‌the‌‌
Lightning‌‌Boy‌‌Shader‌‌to‌‌adjust‌‌its‌‌color‌‌or‌‌alpha‌‌information.‌‌To‌‌do‌‌so,‌‌simply‌‌drag-and-drop‌‌the‌‌
Layer‌‌Adjustment‌‌node‌‌on‌‌the‌‌connecting‌‌line—the‌g ‌ reen‌‌sockets‌‌ ‌will‌‌connect‌‌automatically.‌‌
It‌‌works‌‌exactly‌‌like‌‌Styles‌‌in‌‌that‌‌regard,‌‌which‌‌we’ll‌‌explore‌‌later‌(‌ F
‌ eature‌‌6.‌‌Styles‌,‌‌p.18)‌.‌ ‌

This‌‌feature‌‌is‌‌useful‌‌when‌‌used‌‌in‌‌combination‌‌with‌I‌ mage‌‌Textures‌—a‌‌setup‌‌would‌‌be‌‌to‌‌
connect‌‌the‌‌Color‌‌output‌‌to‌‌the‌‌yellow‌‌input‌‌of‌‌a‌‌Key‌‌Light,‌‌and‌‌then‌‌use‌‌a‌‌Layer‌‌Adjustment‌‌on‌‌
a‌‌Color‌‌feature‌‌to‌‌make‌‌a‌‌darker‌‌version‌‌for‌‌the‌‌layer‌‌underneath.‌‌This‌‌way,‌‌you‌‌can‌‌easily‌‌
control‌‌the‌‌darkness‌‌and‌‌color‌‌of‌‌the‌‌shadows.‌‌See‌‌the‌‌example‌‌below.‌ ‌


Color:‌U ‌ se‌‌the‌‌Color‌‌property‌‌along‌‌with‌T‌ int‌a
‌ nd‌‌‌Fill‌‌‌to‌‌adjust‌‌the‌‌colors‌‌of‌‌your‌‌texture.‌‌Tint‌‌
will‌‌mix‌‌the‌‌color‌‌defined‌‌above‌‌in‌‌overlay‌‌mode‌‌onto‌‌the‌‌original‌‌color.‌‌Fill‌‌will‌‌replace‌‌the‌‌
original‌‌color‌‌with‌‌it.‌‌ ‌

Brightness‌‌and‌‌Saturation:‌‌‌Bring‌‌Brightness‌‌down‌‌if‌‌you‌‌want‌‌to‌‌make‌‌the‌‌shadows‌‌darker.‌‌You‌‌
can‌‌also‌‌use‌‌Saturation‌‌to‌‌adjust‌‌colors‌‌if‌‌needed.‌ ‌

Mask‌‌Softness‌‌and‌‌Range:‌‌‌These‌‌properties‌‌will‌‌adjust‌‌the‌‌alpha‌‌information‌‌of‌‌the‌‌connected‌‌
feature‌‌only.‌‌It‌‌doesn’t‌‌have‌‌much‌‌use‌‌if‌‌you‌‌connect‌‌a‌‌simple‌‌Image‌‌Texture,‌‌but‌‌if‌‌you‌‌connect‌‌
a‌‌Key‌‌Light‌‌feature‌‌to‌‌the‌‌Layer‌‌Adjustment‌‌instead,‌‌with‌‌some‌‌alpha‌‌texture‌‌plugged‌‌in‌‌its‌‌
Opacity,‌‌then‌‌you‌‌can‌‌use‌‌these‌‌two‌‌properties‌‌to‌‌crunch‌‌the‌‌alpha‌‌values.‌ ‌

Global‌C ‌ olor‌ ‌
The‌‌Global‌‌Color‌‌feature‌‌is‌‌made‌‌up‌‌of‌‌a‌‌single‌‌Color‌‌and‌‌Opacity‌‌property,‌‌both‌‌contained‌‌in‌‌its‌‌
Global‌‌Settings.‌‌The‌‌feature‌‌can‌‌be‌‌useful‌‌for‌‌particular‌‌effects‌‌where‌‌you‌‌want‌‌to‌‌affect‌‌
multiple‌‌materials‌‌at‌‌once.‌‌It‌‌can‌‌be‌‌used‌‌as‌‌a‌‌stand-alone‌‌layer‌‌connected‌‌directly‌‌in‌‌the‌‌
Lightning‌‌Boy‌‌Shader‌‌node,‌‌or‌‌connected‌‌to‌‌another‌‌feature’s‌‌Color‌‌input‌‌using‌‌the‌‌Color‌‌output.‌ ‌
When‌‌you‌‌create‌‌a‌‌Global‌‌Color,‌‌remember‌‌to‌‌press‌‌TAB‌‌or‌‌you‌‌won’t‌‌see‌‌any‌‌properties.‌ ‌

12‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

FEATURE‌‌3.‌‌O‌ CCLUSION‌ ‌

You‌‌can‌‌add‌‌Ambient‌‌Occlusion‌‌to‌‌your‌‌materials‌‌two‌‌ways:‌‌either‌‌by‌‌using‌‌an‌‌existing‌‌texture,‌‌
or‌‌by‌‌using‌‌the‌‌real-time‌‌screen-space‌‌occlusion‌‌from‌‌Eevee.‌ ‌




Ambient‌O
‌ cclusion‌(‌ Baked)‌ ‌
The‌‌Ambient‌‌Occlusion‌‌(Baked)‌‌feature‌‌is‌‌meant‌‌
to‌‌be‌‌used‌‌with‌‌a‌‌black‌‌and‌‌white‌‌image‌‌texture.‌‌
Click‌‌on‌‌Open‌‌to‌‌import‌‌your‌‌baked‌‌occlusion,‌‌or‌
choose‌‌a‌‌texture‌‌already‌‌in‌‌your‌‌scene.‌‌You‌‌can‌‌
then‌‌adjust‌‌the‌R
‌ ange‌‌‌and‌S ‌ oftness‌i‌n‌‌the‌‌
material‌‌properties.‌‌The‌C ‌ olor‌‌‌input‌‌will‌‌let‌‌you‌‌
control‌‌what‌‌color‌‌the‌‌ambient‌‌occlusion‌‌
appears,‌‌in‌‌case‌‌you‌‌want‌‌something‌‌other‌‌than‌‌
black.‌ ‌

Ambient‌O
‌ cclusion‌(‌ SS)‌ ‌
To‌‌use‌‌the‌‌Ambient‌‌Occlusion‌‌(SS)‌‌feature,‌‌
connect‌‌it‌‌to‌‌any‌‌open‌‌socket‌‌of‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌and‌a ‌ ctivate‌‌Ambient‌‌Occlusion‌‌in‌‌
the‌‌Render‌‌Properties.‌‌‌Adjust‌‌the‌D ‌ istance‌‌‌as‌‌needed.‌‌This‌‌occlusion‌‌will‌‌react‌‌dynamically‌‌to‌‌
your‌‌objects‌‌moving‌‌in‌‌the‌‌scene,‌‌something‌‌the‌‌baked‌‌images‌‌cannot‌‌do.‌‌However,‌‌note‌‌that‌‌
the‌S‌ oftness‌‌‌properties‌‌won’t‌‌become‌‌as‌‌sharp‌‌as‌‌with‌‌a‌‌baked‌‌texture.‌‌You‌‌can‌‌adjust‌‌the‌‌
number‌‌of‌S ‌ amples‌i‌n‌‌the‌‌Render‌‌Properties‌‌of‌‌your‌‌scene.‌‌ ‌

Transparency:‌A ‌ mbient‌‌Occlusion‌‌(SS)‌‌is‌‌not‌‌compatible‌‌with‌‌Alpha‌‌Blend‌‌transparency.‌‌
However‌‌it‌‌still‌‌works‌‌with‌‌Alpha‌‌Hashed.‌(‌ Transparency,‌‌‌p.25)‌ ‌


13‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Baking‌A
‌ mbient‌O
‌ cclusion‌i‌n‌C
‌ ycles‌ ‌
It‌‌can‌‌be‌‌useful‌‌to‌‌combine‌‌both‌‌types‌‌of‌‌occlusion‌‌on‌‌the‌‌same‌‌model,‌‌as‌‌each‌‌one‌‌has‌‌
different‌‌strengths‌‌and‌‌weaknesses.‌‌To‌‌bake‌‌an‌‌ambient‌‌occlusion‌‌texture‌‌in‌‌Cycles,‌‌follow‌‌
these‌‌steps.‌ ‌

1. Place‌‌all‌‌of‌‌your‌‌object’s‌‌UVs‌‌in‌‌the‌‌same‌‌UV‌‌Space.‌‌‌It‌‌is‌‌common‌‌to‌‌use‌‌multiple‌‌
textures‌‌for‌‌a‌‌single‌‌character‌‌(boots,‌‌face,‌‌hands,‌‌torso,‌‌etc),‌‌each‌‌with‌‌a‌‌high‌‌resolution‌‌
texture.‌‌However,‌‌it‌‌can‌‌be‌‌tedious‌‌to‌‌bake‌‌occlusion‌‌for‌‌each‌‌of‌‌these‌‌elements‌‌one‌‌by‌‌
one,‌‌so‌‌one‌‌way‌‌to‌‌go‌‌around‌‌it‌‌is‌‌to‌‌make‌‌a‌‌new‌‌UV‌‌map‌‌just‌‌for‌‌the‌‌ambient‌‌occlusion.‌‌
To‌‌do‌‌so,‌‌go‌‌to‌O
‌ bject‌‌Data‌‌Properties‌‌‌>‌U ‌ V‌‌Map‌,‌‌and‌‌click‌‌on‌‌the‌+ ‌ ‌‌button.‌‌Then,‌‌select‌‌
your‌‌entire‌‌object‌‌in‌E‌ dit‌‌Mode‌,‌‌go‌‌to‌‌the‌U
‌ V‌‌Editor‌,‌‌and‌‌do‌U
‌ V‌‌>‌‌Pack‌‌Islands‌.‌ ‌
2. Export‌‌your‌‌character‌‌to‌‌a‌‌new‌‌scene‌‌with‌‌just‌‌a‌‌ground‌‌plane.‌M ‌ ake‌‌sure‌‌that‌‌no‌‌other‌‌
objects‌‌are‌‌present‌‌in‌‌the‌‌scene‌‌or‌‌they‌‌will‌‌interact‌‌with‌‌the‌‌occlusion‌‌bake.‌ ‌
3. Apply‌‌a‌‌Principled‌‌BSDF‌‌Material‌t‌ o‌‌your‌‌object‌‌and‌r‌ emove‌‌all‌‌modifiers.‌S ‌ pecifically‌‌
make‌‌sure‌‌to‌‌remove‌‌the‌‌Solidify‌‌Outline‌‌if‌‌you‌‌are‌‌using‌‌one.‌ ‌
4. In‌‌the‌‌Shader‌‌Editor,‌‌create‌‌an‌‌empty‌‌Image‌‌Texture.‌Y ‌ ou‌‌can‌‌leave‌‌it‌‌unconnected—this‌‌
is‌‌where‌‌the‌‌baked‌‌occlusion‌‌will‌‌go.‌‌Press‌‌‌New‌,‌‌and‌‌select‌‌the‌‌desired‌‌AO‌‌resolution.‌
For‌‌the‌‌final‌‌baking,‌‌use‌‌a‌‌high‌‌resolution‌‌texture‌‌(at‌‌least‌‌4096x4096).‌‌You‌‌can‌‌use‌‌a‌‌
smaller‌‌texture‌‌at‌‌first‌‌to‌‌make‌‌sure‌‌that‌‌the‌‌baking‌‌works,‌‌as‌‌baking‌‌with‌‌high‌‌settings‌‌
can‌‌take‌‌a‌‌long‌‌time.‌ ‌
5. Change‌‌the‌‌Renderer‌‌to‌‌Cycles.‌I‌n‌‌the‌‌Bake‌‌
option,‌‌make‌‌sure‌‌to‌‌change‌‌the‌‌Bake‌‌Type‌‌
to‌‌Ambient‌‌Occlusion.‌ ‌
6. With‌‌your‌‌Image‌‌Texture‌‌selected,‌‌click‌‌
Bake.‌W ‌ hen‌‌the‌‌calculations‌‌are‌‌done,‌‌the‌‌
Image‌‌Texture‌‌you‌‌selected‌‌should‌‌now‌‌be‌‌
filled‌‌with‌‌the‌‌baked‌‌occlusion.‌ ‌
7. To‌‌save‌‌the‌‌baked‌‌occlusion‌,‌‌switch‌‌to‌‌the‌‌
Image‌‌Editor‌(‌ Shift-F10),‌‌select‌‌your‌‌texture,‌‌
and‌‌click‌I‌mage‌‌>‌‌Save‌‌as‌.‌‌You‌‌can‌‌now‌‌use‌‌
the‌‌resulting‌‌texture‌‌with‌‌the‌‌Ambient‌‌
Occlusion‌‌(Baked)‌‌feature.‌ ‌




14‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

FEATURE‌‌4.‌‌2‌ D‌‌EFFECTS‌ ‌
The‌‌2D‌‌effects‌‌features‌‌are‌‌unique‌‌in‌‌that‌‌they‌‌are‌‌calculated‌‌in‌‌screen-space.‌‌That‌‌means‌‌they‌‌
will‌‌look‌‌the‌‌same‌‌no‌‌matter‌‌how‌‌you‌‌orient‌‌the‌‌camera.‌ ‌

2D‌O ‌ utline‌ ‌
This‌‌Outline‌‌feature‌‌can‌‌be‌‌used‌‌to‌‌generate‌‌an‌‌outline‌‌around‌‌your‌‌mesh.‌‌Another‌‌way‌‌to‌‌make‌‌
an‌‌outline‌‌is‌‌to‌‌use‌‌a‌‌Solidify‌‌modifier‌(‌ Add‌‌Solidify‌‌Outline,‌‌‌p.23)‌‌ ‌Both‌‌methods‌‌can‌‌combine‌‌
nicely‌‌if‌‌the‌‌2D‌‌Outline’s‌‌Color‌‌value‌‌is‌‌the‌‌same‌‌as‌‌the‌‌Solidify‌‌outline‌‌material.‌‌The‌‌2D‌‌Outline‌‌
offers‌‌some‌‌interesting‌‌options‌‌not‌‌available‌‌using‌‌the‌‌Solidify‌‌outline‌‌technique,‌‌such‌‌as‌‌
having‌‌a‌‌light‌‌dynamically‌‌affect‌‌the‌‌Outline’s‌‌size.‌‌However,‌‌note‌‌that‌‌since‌‌it‌‌is‌‌normal-based,‌‌it‌‌
is‌‌better‌‌suited‌‌for‌‌organic‌‌objects‌‌and‌‌will‌‌not‌‌give‌‌good‌‌results‌‌on‌‌sharp,‌‌square‌‌surfaces.‌ ‌

Influence‌ ‌
This‌‌property‌‌controls‌‌how‌‌much‌‌a‌‌Light‌‌
will‌‌influence‌‌the‌‌2D‌‌Outline.‌‌To‌‌activate‌‌
this‌‌option,‌‌connect‌‌the‌‌outgoing‌M ‌ ask‌‌
(grey‌‌socket)‌‌f‌ rom‌‌any‌‌Light‌‌feature‌‌to‌‌the‌‌
└──‌ ‌input.‌‌From‌‌here‌‌on‌‌out,‌‌the‌‌
Influence‌‌‌value‌‌will‌‌be‌‌added‌‌to‌‌the‌
Outline’s‌‌Range‌‌value—a‌‌positive‌‌value‌‌will‌‌
make‌‌it‌‌bigger,‌‌and‌‌a‌‌negative‌‌value‌‌
smaller.‌‌Use‌‌the‌S ‌ oftness‌‌‌and‌R ‌ ange‌‌‌value‌‌
of‌‌the‌‌connected‌‌Light‌‌to‌‌make‌‌a‌‌
smoother‌‌or‌‌more‌‌abrupt‌‌transition.‌‌In‌‌the‌‌
event‌‌that‌‌you‌‌want‌‌to‌‌use‌‌the‌‌same‌‌Light‌‌
as‌‌the‌‌one‌‌illuminating‌‌your‌‌object,‌‌but‌‌
with‌‌different‌‌Softness‌‌and‌‌Range‌‌values,‌‌simply‌‌duplicate‌‌the‌‌Light‌‌feature‌‌before‌‌connecting‌‌it‌
in‌‌the‌└‌ ──‌ ‌input.‌ ‌

2D‌R ‌ im‌L ‌ ight‌ ‌
The‌‌2D‌‌Rim‌‌Light‌‌feature‌‌will‌‌illuminate‌‌the‌‌edge‌‌of‌‌your‌‌object‌‌based‌‌on‌‌a‌‌
specified‌‌vector‌‌direction.‌‌Since‌‌this‌‌effect‌‌is‌‌calculated‌‌from‌‌the‌‌camera,‌‌
the‌‌Rim‌‌Light‌‌will‌‌always‌‌point‌‌in‌‌the‌‌same‌‌direction,‌‌even‌‌if‌‌you‌‌rotate‌‌the‌‌
view.‌ ‌

Rotation‌ ‌
The‌‌X,‌‌Y‌‌and‌‌Z‌‌rotation‌‌values‌‌can‌‌be‌‌used‌‌to‌‌change‌‌the‌‌orientation‌‌of‌‌the‌‌
Rim‌‌Light.‌ ‌

15‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌


2D‌S
‌ pecular‌ ‌

The‌‌2D‌‌Specular‌‌feature‌‌allows‌‌you‌‌to‌‌make‌‌a‌‌specular‌‌that‌‌will‌‌always‌‌
be‌‌facing‌‌the‌‌same‌‌direction‌‌in‌‌relation‌‌to‌‌the‌‌camera.‌‌Just‌‌like‌‌with‌‌the‌‌
normal‌‌Specular‌‌feature,‌‌you‌‌can‌‌easily‌‌‌stack‌‌multiple‌‌Speculars‌:‌‌simply‌‌
duplicate‌‌the‌‌2D‌‌Specular‌‌nodes‌‌with‌S ‌ hift-D‌a
‌ nd‌‌add‌‌them‌‌on‌‌top‌‌of‌‌one‌‌
another‌‌on‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌node.‌‌T ‌ he‌O
‌ ffset‌‌X‌‌and‌‌Y‌v‌ alues‌‌can‌‌
be‌‌used‌‌to‌‌move‌‌the‌‌Specular‌‌in‌‌the‌‌right‌‌position.‌ ‌

Matcap‌ ‌

Matcap‌‌stands‌‌for‌‌“Material‌‌Capture”.‌‌It‌‌was‌‌developed‌‌to‌‌easily‌‌add‌‌shading‌‌and‌‌reflections‌‌to‌‌
an‌‌object‌‌without‌‌having‌‌to‌‌use‌‌any‌‌lights.‌‌It‌‌is‌‌a‌‌great‌‌tool‌‌to‌‌generate‌‌cheated‌‌reflections‌‌on‌‌
materials.‌ ‌


Preset:‌T ‌ he‌‌shader‌‌comes‌‌with‌‌one‌‌Metallic‌‌matcap‌‌by‌‌default,‌‌but‌‌you‌‌can‌‌change‌‌the‌‌texture‌‌
at‌‌any‌‌time‌‌by‌‌choosing‌C ‌ ustom‌‌Texture‌‌‌instead‌‌and‌‌importing‌‌any‌‌matcap‌‌of‌‌your‌‌choice.‌ ‌

Use‌‌As‌‌Alpha‌:‌‌This‌‌property‌‌is‌‌on‌‌by‌‌default,‌‌and‌‌transforms‌‌your‌‌matcap‌‌image‌‌texture‌‌into‌‌a‌‌
grayscale‌‌alpha‌‌mask,‌‌giving‌‌you‌‌control‌‌over‌‌the‌C ‌ olor‌,‌‌Range‌,‌‌Softness‌.‌‌Turning‌‌it‌‌off‌‌will‌‌
leave‌‌only‌O ‌ pacity‌‌‌working—this‌‌is‌‌useful‌‌if‌‌you‌‌want‌‌to‌‌retain‌‌all‌‌the‌‌color‌‌information‌‌from‌‌the‌‌
matcap‌‌texture,‌‌but‌‌it‌‌is‌‌harder‌‌to‌‌blend‌‌with‌‌other‌‌features‌‌this‌‌way.‌ ‌

16‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

FEATURE‌‌5.‌‌G‌ RADIENTS‌ ‌

Gradients‌‌are‌‌versatile‌‌utility‌‌nodes—they’re‌‌especially‌‌great‌‌for‌‌masking‌‌other‌‌features,‌‌but‌‌can‌‌
also‌‌be‌‌used‌‌to‌‌add‌‌extra‌‌touches‌‌of‌‌light‌‌or‌‌fog‌‌in‌‌your‌‌scene.‌ ‌

Linear‌G ‌ radient‌ ‌
The‌‌Linear‌‌Gradient‌‌feature‌‌uses‌‌an‌‌empty‌‌object‌‌to‌‌position‌‌a‌‌linear‌‌
gradient‌‌in‌‌3d‌‌space.‌‌The‌‌empty‌‌is‌‌located‌‌in‌‌the‌L ‌ ightning‌‌Boy‌‌Shader‌‌>‌‌
Gradients‌c ‌ ollection,‌‌and‌‌can‌‌be‌s
‌ caled‌‌in‌‌Z‌‌to‌‌control‌‌range‌.‌‌The‌‌resulting‌‌
layer‌‌will‌‌be‌‌100%‌‌opaque‌‌at‌‌the‌‌tip‌‌of‌‌the‌‌arrow‌‌and‌‌transparent‌‌at‌‌the‌‌
bottom‌‌end.‌‌Use‌‌a‌‌Z‌‌Scale‌‌value‌‌of‌‌0‌‌to‌‌generate‌‌a‌‌completely‌‌sharp‌‌area.‌ ‌

Spherical‌G ‌ radient‌ ‌
The‌‌Spherical‌‌Gradient‌‌feature‌‌uses‌‌an‌‌empty‌‌object‌‌to‌‌position‌‌a‌‌spherical‌‌
gradient‌‌in‌‌3d‌‌space.‌‌The‌‌empty‌‌object‌‌is‌‌located‌‌in‌‌the‌L ‌ ightning‌‌Boy‌‌
Shader‌‌>‌‌Gradients‌c ‌ ollection,‌‌and‌‌can‌‌be‌s
‌ caled‌‌in‌‌any‌‌direction‌‌to‌‌control‌‌
range‌.‌‌Note‌‌that‌‌you‌‌won’t‌‌be‌‌able‌‌to‌‌generate‌‌a‌‌sharp‌‌area‌‌simply‌‌by‌‌
scaling‌‌like‌‌with‌‌the‌‌Linear‌‌Gradient—to‌‌obtain‌‌a‌‌sharper‌‌spherical‌‌area,‌‌
lower‌‌the‌S‌ oftness‌v‌ alue‌‌located‌‌in‌‌the‌‌Global‌‌Settings‌‌instead.‌ ‌

Local‌G ‌ radient‌ ‌
The‌‌Local‌‌Gradient‌‌generates‌‌a‌‌linear‌‌gradient‌‌in‌O ‌ bject‌‌Coordinates‌.‌‌That‌‌
means‌‌even‌‌if‌‌your‌‌object‌‌moves‌‌in‌‌the‌‌scene,‌‌it‌‌will‌‌always‌‌follow‌‌it‌‌around.‌‌Unlike‌‌the‌‌previous‌‌
two‌‌Gradients,‌‌its‌‌position‌‌and‌‌orientation‌‌are‌‌not‌‌controlled‌‌by‌‌an‌‌empty‌‌object‌‌but‌‌rather‌‌by‌‌
the‌O
‌ ffset‌a‌ nd‌R‌ otation‌‌‌properties.‌ ‌

Z‌D
‌ epth‌ ‌
The‌‌Z‌‌Depth‌‌feature‌‌creates‌‌a‌‌gradient‌‌based‌‌on‌‌camera‌‌distance.‌‌It‌‌is‌‌
limited‌‌by‌‌the‌S
‌ tart‌‌‌and‌E
‌ nd‌‌‌values‌‌located‌‌in‌‌the‌‌Global‌‌Settings.‌‌ ‌

Adding‌M
‌ ore‌G
‌ radients‌i‌n‌t‌ he‌S
‌ cene‌ ‌
When‌‌you‌‌make‌‌a‌‌new‌‌scene,‌‌you’ll‌‌find‌‌one‌‌Linear‌‌and‌‌one‌‌Spherical‌‌
Gradient‌‌object‌‌in‌‌the‌L ‌ ightning‌‌Boy‌‌Shader‌‌‌collection.‌‌Any‌‌Gradients‌‌you‌‌
create‌‌will‌‌link‌‌to‌‌them‌‌by‌‌default.‌‌If‌‌you‌‌need‌‌more,‌‌just‌‌duplicate‌‌any‌‌of‌‌these‌‌objects,‌‌change‌‌
the‌‌instance‌‌name‌‌in‌‌the‌‌Global‌‌Settings,‌‌and‌‌relink‌‌using‌‌the‌‌object‌‌field,‌‌just‌‌like‌‌with‌‌Virtual‌‌
Lights‌(‌ A
‌ dding‌‌More‌‌Virtual‌‌Lights‌‌In‌‌the‌‌Scene,‌p ‌ .9)‌ ‌


17‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

FEATURE‌‌6.‌‌S‌ TYLES‌ ‌

Styles‌‌are‌‌a‌‌special‌‌type‌‌of‌‌feature‌‌which‌‌acts‌‌like‌‌an‌‌effect‌‌modifier‌‌on‌‌an‌‌existing‌‌feature.‌‌
They‌‌cannot‌‌be‌‌used‌‌as‌‌a‌‌standalone‌‌layer—to‌‌apply‌‌a‌‌Style,‌d ‌ rag-and-drop‌i‌t‌‌on‌‌the‌‌line‌‌
connecting‌‌a‌‌feature‌‌to‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌node.‌‌The‌g ‌ reen‌‌sockets‌‌ s ‌ hould‌‌be‌‌
connected.‌ ‌

Styles‌‌can‌‌be‌‌used‌‌on‌‌any‌‌feature,‌‌although‌‌lights‌‌will‌‌usually‌‌give‌‌the‌‌most‌‌interesting‌‌results.‌‌
The‌‌effect‌‌will‌‌be‌‌most‌‌visible‌‌in‌‌the‌‌grey‌‌transition‌‌tones.‌‌Because‌‌of‌‌this,‌‌we‌‌recommend‌‌
adding‌‌some‌‌amount‌‌of‌‌Softness‌‌to‌‌the‌‌connected‌‌feature‌‌to‌‌create‌‌more‌‌of‌‌a‌‌transition.‌I‌f‌‌the‌‌
Styles‌‌don’t‌‌seem‌‌to‌‌work,‌‌make‌‌sure‌‌to‌‌check‌‌that‌‌your‌‌connected‌‌feature‌‌is‌‌not‌‌completely‌‌
sharp.‌ ‌

Styles‌‌only‌‌modify‌‌the‌‌connected‌‌feature’s‌‌alpha.‌‌The‌‌color‌‌information‌‌will‌‌remain‌‌the‌‌same.‌ ‌

Halftone‌S
‌ tyle‌ ‌
The‌‌Halftone‌‌Style‌‌transforms‌‌the‌‌connected‌‌feature‌‌into‌‌a‌‌comic‌‌book-like‌‌halftone‌‌pattern.‌ ‌


Screen-space:‌‌‌This‌‌property‌‌will‌‌switch‌‌the‌‌texture‌‌coordinates‌‌from‌‌UV‌‌to‌‌Camera‌‌mode.‌‌If‌‌
activated,‌‌the‌‌pattern‌‌will‌‌lay‌‌flat‌‌on‌‌the‌‌object‌‌as‌‌if‌‌projected‌‌from‌‌the‌‌camera.‌ ‌

Repeat:‌‌‌This‌‌property‌‌controls‌‌the‌‌number‌‌of‌‌dots.‌‌A‌‌higher‌‌Repeat‌‌value‌‌will‌‌make‌‌details‌‌finer.‌ ‌

Thickness:‌‌‌This‌‌property‌‌controls‌‌the‌‌width‌‌of‌‌each‌‌dot.‌ ‌

Ratio:‌‌‌This‌‌property‌‌scales‌‌the‌‌dots‌‌horizontally‌‌from‌‌0‌‌to‌‌0.5,‌‌and‌‌then‌‌vertically‌‌from‌‌from‌‌0.5‌‌
to‌‌1.‌‌With‌‌a‌‌Ratio‌‌of‌‌0.5,‌‌each‌‌dot‌‌will‌‌always‌‌be‌‌perfectly‌‌round‌‌in‌‌Screen-space,‌‌but‌‌might‌‌need‌‌
some‌‌adjusting‌‌if‌‌using‌‌UV‌‌coordinates.‌‌ ‌

18‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Hatch‌S
‌ tyle‌ ‌
The‌‌Hatch‌‌Style‌‌transforms‌‌the‌‌connected‌‌feature‌‌into‌‌a‌‌series‌‌of‌‌parallel‌‌lines‌‌using‌‌an‌‌image‌‌
texture.‌T
‌ o‌‌create‌‌a‌‌crosshatch‌‌effect‌,‌‌stack‌‌multiple‌‌Layers‌‌of‌‌Hatch‌‌styles.‌‌You‌‌can‌‌fine‌‌tune‌‌
the‌‌look‌‌by‌‌choosing‌‌a‌‌different‌‌Rotation‌‌for‌‌each‌‌and‌‌varying‌‌the‌‌Light’s‌‌Range‌‌and‌‌Softness.‌ ‌



Screen-space:‌‌‌This‌‌property‌‌will‌‌switch‌‌the‌‌texture‌‌coordinates‌‌from‌‌UV‌‌to‌‌Camera‌‌mode.‌‌If‌‌
activated,‌‌the‌‌pattern‌‌will‌‌lay‌‌flat‌‌on‌‌the‌‌object‌‌as‌‌if‌‌projected‌‌from‌‌the‌‌camera.‌ ‌

Repeat:‌‌‌Controls‌‌the‌‌number‌‌of‌‌lines.‌‌A‌‌higher‌‌Repeat‌‌value‌‌will‌‌make‌‌details‌‌finer.‌ ‌

Thickness:‌‌‌Controls‌‌the‌‌width‌‌of‌‌each‌‌line.‌ ‌

Offset:‌‌‌Moves‌‌the‌‌lines‌‌perpendicularly‌‌to‌‌the‌‌hatch‌‌direction.‌‌ ‌

Rotation:‌‌‌Changes‌‌the‌‌angle‌‌of‌‌the‌‌lines.‌ ‌

Distort:‌‌‌Displaces‌‌the‌‌lines‌‌based‌‌on‌‌a‌‌noise‌‌texture.‌ ‌

Distort‌‌Scale:‌C ‌ ontrols‌‌the‌‌scale‌‌of‌‌the‌‌noise‌‌texture‌‌used‌‌by‌‌the‌‌Distort‌‌property.‌‌Has‌‌no‌‌effect‌‌
if‌‌Distort‌‌is‌‌set‌‌to‌‌0.‌ ‌

Erode:‌M ‌ akes‌‌certain‌‌areas‌‌of‌‌the‌‌hatch‌‌disappear‌‌based‌‌on‌‌a‌‌noise‌‌texture.‌ ‌

Erode‌‌Contrast:‌C ‌ ontrols‌‌the‌‌softness‌‌of‌‌the‌‌noise‌‌texture‌‌used‌‌by‌‌the‌‌Erode‌‌property.‌ ‌

Erode‌‌Scale:‌C ‌ ontrols‌‌the‌‌scale‌‌of‌‌the‌‌noise‌‌texture‌‌used‌‌by‌‌the‌‌Erode‌‌property.‌‌Has‌‌no‌‌effect‌‌if‌‌
Erode‌‌is‌‌set‌‌to‌‌0.‌ ‌


19‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Painterly‌S
‌ tyle‌ ‌
The‌‌Painterly‌‌Style‌‌transforms‌‌the‌‌connected‌‌feature‌‌into‌‌layers‌‌of‌‌paint‌‌daubs‌‌using‌‌a‌‌texture.‌‌ ‌



Preset:‌Y ‌ ou‌‌can‌‌choose‌‌between‌4 ‌ ‌‌preset‌‌brush‌‌strokes‌‌‌using‌‌the‌‌texture‌‌path‌‌menu.‌‌These‌‌
can‌‌be‌‌easily‌‌replaced‌‌by‌‌other‌‌textures‌‌of‌‌your‌‌choice‌‌if‌‌you‌‌choose‌C ‌ ustom‌‌Texture‌‌‌instead.‌‌
Note‌‌that‌‌the‌‌custom‌‌texture‌‌must‌‌tile‌‌seamlessly‌‌for‌‌the‌‌Painterly‌‌Style‌‌to‌‌work.‌ ‌

Screen-space:‌‌‌This‌‌property‌‌will‌‌switch‌‌the‌‌texture‌‌coordinates‌‌from‌‌UV‌‌to‌‌Camera‌‌mode.‌‌If‌‌
activated,‌‌the‌‌brush‌‌strokes‌‌will‌‌lay‌‌flat‌‌on‌‌the‌‌object‌‌as‌‌if‌‌projected‌‌from‌‌the‌‌camera.‌ ‌

Repeat:‌‌‌This‌‌property‌‌controls‌‌the‌‌number‌‌of‌‌brush‌‌strokes.‌‌A‌‌higher‌‌Repeat‌‌value‌‌will‌‌make‌‌
details‌‌finer.‌ ‌

Softness:‌‌‌This‌‌property‌‌determines‌‌how‌‌sharp‌‌the‌‌edges‌‌of‌‌your‌‌paint‌‌strokes‌‌will‌‌be.‌‌To‌‌adjust‌‌
the‌‌softness‌‌of‌‌the‌‌whole‌‌region,‌‌try‌‌playing‌‌with‌‌the‌‌Softness‌‌on‌‌the‌‌connected‌‌feature‌‌instead.‌ ‌

Rotation:‌‌‌This‌‌property‌‌rotates‌‌the‌‌brush‌‌strokes.‌ ‌

Anisotropic‌S ‌ tyle‌ ‌
The‌‌Anisotropic‌‌Style‌‌transforms‌‌a‌‌standard‌‌Specular‌‌feature‌‌into‌‌an‌‌elongated‌‌specular‌‌and‌‌
offers‌‌some‌‌options‌‌to‌‌make‌‌it‌‌look‌‌like‌‌hair.‌ ‌


20‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

The‌‌Anisotropic‌‌Style‌‌uses‌‌UV‌‌coordinates‌‌to‌‌work‌‌correctly‌‌so‌‌you’ll‌‌need‌‌to‌‌make‌‌sure‌‌to‌‌
unwrap‌‌the‌‌hair‌‌so‌‌that‌‌they‌‌flow‌‌vertically‌.‌ ‌



UV‌‌Map:‌‌‌If‌‌you‌‌have‌‌already‌‌unwrapped‌‌and‌‌textured‌‌the‌‌hair‌‌of‌‌your‌‌character‌‌and‌‌don’t‌‌want‌‌
to‌‌change‌‌it,‌‌it‌‌is‌‌possible‌‌to‌‌add‌‌a‌‌second‌‌UV‌‌Map‌‌by‌‌going‌‌to‌O ‌ bject‌‌Properties‌‌>‌‌UV‌‌Maps‌.‌‌You‌‌
can‌‌then‌‌link‌‌to‌‌that‌‌new‌‌map‌‌using‌‌the‌‌UV‌‌Map‌‌property.‌ ‌

Thickness:‌‌‌The‌‌way‌‌the‌‌Anisotropic‌‌feature‌‌works‌‌is‌‌it‌‌limits‌‌the‌‌original‌‌Specular‌‌using‌‌a‌‌long‌‌
rectangular‌‌mask.‌‌For‌‌this‌‌reason,‌‌it‌‌often‌‌works‌‌better‌‌to‌‌use‌‌a‌l‌arge‌‌Specular‌‌Range‌,‌‌which‌‌
will‌‌drive‌‌the‌‌horizontal‌‌scaling‌‌of‌‌the‌‌anisotropic.‌‌To‌‌adjust‌‌the‌‌vertical‌‌scaling,‌‌use‌‌the‌‌
Thickness‌‌p ‌ roperty—a‌‌value‌‌of‌‌1‌‌will‌‌reveal‌‌the‌‌original‌‌specular,‌‌and‌‌lower‌‌values‌‌will‌‌shrink‌‌it‌‌
vertically‌‌to‌‌create‌‌an‌‌increasingly‌‌thin‌‌strip.‌ ‌

Softness:‌‌‌This‌‌property‌‌determines‌‌how‌‌sharp‌‌or‌‌soft‌‌your‌‌anisotropic‌‌will‌‌be.‌‌A‌‌value‌‌of‌‌1‌‌will‌‌
make‌‌it‌‌very‌‌diffuse,‌‌while‌‌a‌‌value‌‌of‌‌0‌‌will‌‌make‌‌it‌‌sharp‌‌like‌‌a‌‌cel-shaded‌‌anime.‌‌To‌‌adjust‌‌only‌‌
the‌‌tip‌‌of‌‌the‌‌anisotropic,‌‌modify‌‌the‌‌original‌‌Specular‌‌Softness‌‌instead.‌ ‌

Range:‌‌‌This‌‌property‌‌controls‌‌the‌‌size‌‌of‌‌the‌‌anisotropic‌‌specular.‌ ‌

Fade:‌‌‌This‌‌property‌‌will‌‌fade‌‌out‌‌the‌‌anisotropic‌‌as‌‌it‌‌comes‌‌closer‌‌to‌‌the‌‌edge‌‌of‌‌the‌‌object.‌‌It‌‌
is‌‌activated‌‌by‌‌default,‌‌with‌‌a‌‌value‌‌of‌‌1.‌‌To‌‌make‌‌the‌‌anisotropic‌‌come‌‌all‌‌the‌‌way‌‌to‌‌the‌‌edge,‌‌
change‌‌the‌‌Fade‌‌value‌‌to‌‌0.‌ ‌

Stripes:‌‌‌This‌‌property‌‌will‌‌mask‌‌out‌‌the‌‌specular‌‌using‌‌perpendicular‌‌stripes.‌‌At‌‌lower‌‌values,‌‌
only‌‌a‌‌few‌‌thin‌‌lines‌‌will‌‌be‌‌masked‌‌out.‌‌As‌‌you‌‌increase‌‌the‌‌value,‌‌the‌‌anisotropic‌‌will‌‌gradually‌‌
disappear.‌ ‌

Repeat:‌‌‌This‌‌property‌‌controls‌‌the‌‌number‌‌of‌‌Stripes.‌‌A‌‌higher‌‌Repeat‌‌value‌‌will‌‌make‌‌details‌‌
finer.‌ ‌

21‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Deform:‌‌‌This‌‌property‌‌creates‌‌wave‌‌patterns‌‌on‌‌the‌‌specular.‌‌The‌‌style‌‌of‌‌the‌‌waves‌‌is‌‌driven‌‌by‌‌
the‌C
‌ omplexity‌‌‌value.‌‌ ‌

Complexity:‌‌‌This‌‌property‌‌only‌‌has‌‌an‌‌impact‌‌if‌‌the‌‌Deform‌‌parameter‌‌is‌‌set‌‌to‌‌more‌‌than‌‌0.‌‌A‌‌
high‌‌value‌‌will‌‌make‌‌it‌‌look‌‌like‌‌realistic‌‌hair‌‌with‌‌very‌‌fine‌‌details.‌‌Lower‌‌values‌‌will‌‌make‌‌it‌‌
more‌‌like‌‌stylised‌‌anime‌‌hair.‌ ‌

Camera‌‌Offset:‌‌‌The‌‌Camera‌‌Offset‌‌value‌‌can‌‌be‌‌adjusted‌‌to‌‌make‌‌the‌‌anisotropic‌‌move‌‌
vertically‌‌along‌‌the‌‌object‌‌as‌‌you‌‌rotate‌‌the‌‌camera.‌‌If‌‌you‌‌use‌‌a‌‌value‌‌of‌‌0,‌‌the‌‌anisotropic‌‌will‌‌
always‌‌stay‌‌in‌‌place.‌ ‌

General‌‌Offset:‌‌‌This‌‌property‌‌works‌‌similarly‌‌to‌‌the‌‌Camera‌‌Offset,‌‌except‌‌that‌‌it‌‌offsets‌‌the‌‌
anisotropic‌‌globally‌‌from‌‌all‌‌camera‌‌angles.‌ ‌

‌ADDITIONAL‌‌OPTIONS‌ ‌

On‌‌top‌‌of‌‌the‌S
‌ et‌‌up‌‌Base‌‌Scene‌‌‌and‌B
‌ ase‌‌Material‌‌‌buttons,‌‌which‌‌we‌‌showed‌‌in‌‌the‌‌initial‌‌setup‌‌
phase,‌‌there‌‌are‌‌a‌‌few‌‌other‌‌automated‌‌options‌‌in‌‌the‌‌LBS‌‌add-on‌‌panel‌‌which‌‌can‌‌speed‌‌up‌‌
certain‌‌steps‌‌when‌‌you’re‌‌working‌‌with‌‌the‌‌shader.‌ ‌

Ground‌M
‌ aterial‌ ‌
Much‌‌like‌‌the‌B‌ ase‌‌Material‌‌‌button,‌‌this‌‌one‌‌assigns‌‌a‌‌basic‌‌Ground‌‌Material‌‌to‌‌the‌‌selected‌‌
object‌‌by‌‌replacing‌‌the‌‌active‌‌material.‌‌The‌‌difference‌‌is‌‌that‌‌the‌‌Ground‌‌Material‌‌uses‌‌the‌‌
Background‌‌Key‌‌Light‌‌to‌‌cast‌‌shadows,‌‌as‌‌opposed‌‌to‌‌the‌‌Character‌‌Key‌‌Light‌‌like‌‌on‌‌the‌‌LBS‌‌
Material.‌‌With‌‌this‌‌material‌‌applied‌‌on‌‌a‌‌ground‌‌plane,‌‌it‌‌is‌‌possible‌‌to‌‌adjust‌‌the‌‌lighting‌‌on‌‌a‌‌
character‌‌without‌‌changing‌‌the‌‌direction‌‌of‌‌the‌‌cast‌‌shadows‌‌themselves.‌ ‌

Clean‌U ‌ p‌D
‌ uplicates‌ ‌
If‌‌you‌‌append‌‌materials‌‌from‌‌another‌‌scene,‌‌the‌‌Global‌‌Settings‌‌won’t‌‌be‌‌linked‌‌anymore,‌‌even‌‌if‌‌
the‌‌Instances‌‌seem‌‌to‌‌share‌‌the‌‌same‌‌name.‌‌This‌‌button‌‌will‌‌fix‌‌any‌‌conflicting‌‌Global‌‌Settings.‌ ‌

Sort‌S
‌ hader‌L
‌ ayers‌ ‌
This‌‌button‌‌lets‌‌you‌‌change‌‌the‌‌layer‌‌order‌‌on‌‌the‌‌
selected‌‌Lightning‌‌Boy‌‌Shader‌‌node.‌‌It‌‌is‌‌especially‌‌
useful‌‌when‌‌you‌‌want‌‌to‌‌insert‌‌a‌‌new‌‌feature‌‌at‌‌the‌‌
bottom‌‌of‌‌a‌‌large‌‌layer‌‌stack‌‌and‌‌don’t‌‌want‌‌to‌‌
recompile‌‌the‌‌shader‌‌at‌‌every‌‌step.‌‌Move‌‌the‌‌layers‌‌
as‌‌needed‌‌using‌‌the‌‌up‌‌and‌‌down‌‌arrows,‌‌then‌‌click‌‌
OK‌‌‌to‌‌commit.‌ ‌

22‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Match‌G
‌ lobal‌S
‌ ettings‌ ‌
The‌‌Lightning‌‌Boy‌‌Shader‌‌node‌‌contains‌‌a‌R ‌ GB‌‌Curves‌‌
adjustment‌‌in‌‌its‌‌Global‌‌Settings,‌‌which‌‌you‌‌can‌‌toggle‌‌on‌‌
and‌‌off‌‌with‌T
‌ AB‌.‌‌By‌‌default,‌‌the‌‌Instance‌‌name‌‌is‌‌blank,‌‌
which‌‌means‌‌that‌‌the‌‌curve‌‌affects‌‌all‌‌the‌‌Lightning‌‌Boy‌‌
Shaders‌‌in‌‌your‌‌scene,‌‌allowing‌‌you‌‌to‌‌do‌‌large-scale‌‌color‌‌
adjustments‌‌more‌‌easily.‌‌ ‌

Clicking‌‌the‌‌Assign‌‌LBS‌‌Curves‌‌button‌‌lets‌‌you‌‌assign‌‌a‌‌
different‌‌Global‌‌Instance‌‌name‌‌to‌‌all‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌
nodes‌‌on‌‌the‌‌selected‌‌objects.‌‌It‌‌is‌‌especially‌‌useful‌‌when‌‌
you‌‌want‌‌to‌‌adjust‌‌the‌‌RGB‌‌Curves‌‌on‌‌a‌‌single‌‌object‌‌or‌‌
character‌‌without‌‌affecting‌‌the‌‌rest‌‌of‌‌the‌‌scene.‌ ‌

The‌‌RGB‌‌Curves‌‌property‌‌also‌‌has‌‌an‌O ‌ pacity‌s
‌ lider.‌‌It‌‌
controls‌‌how‌‌much‌‌influence‌‌the‌‌adjustment‌‌has‌‌over‌‌the‌‌
material.‌‌Connect‌‌Masks‌‌(such‌‌as‌‌the‌‌output‌‌of‌‌a‌‌Light)‌‌to‌‌
keep‌‌certain‌‌regions‌‌from‌‌being‌‌affected‌‌by‌‌the‌‌RGB‌‌Curves.‌ ‌

Add‌S
‌ olidify‌O
‌ utline‌ ‌
Using‌‌the‌‌Add‌‌Solidify‌‌Outline‌‌in‌‌the‌‌add-on‌‌panel‌‌can‌‌be‌‌used‌‌to‌‌automatically‌‌add‌‌a‌‌toon‌‌
outline‌‌to‌‌your‌‌object‌‌using‌‌a‌‌Solidify‌‌modifier.‌‌Although‌‌there‌‌exists‌‌a‌‌2D‌‌Outline‌‌feature‌(‌ 2D‌‌
Outline,‌p‌ .15)‌,‌‌this‌‌method‌‌remains‌‌one‌‌of‌‌the‌‌most‌‌simple‌‌and‌‌reliable‌‌methods‌‌to‌‌create‌‌
outlines‌‌in‌‌Blender.‌‌It‌‌is‌‌possible‌‌to‌‌combine‌‌both‌‌types‌‌of‌‌outlines‌‌seamlessly‌‌as‌‌long‌‌as‌‌they‌‌
use‌‌the‌‌same‌‌color.‌ ‌





23‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

When‌‌using‌‌the‌‌Add‌‌Solidify‌‌Outline‌‌button,‌‌choose‌‌between‌‌these‌‌two‌‌options:‌ ‌

1. Click‌‌‌to‌‌apply‌‌a‌‌single‌‌‌outline‌‌color‌‌to‌‌the‌‌entire‌‌object.‌ ‌
2. Hold‌‌Shift‌‌and‌‌Click‌‌‌to‌‌apply‌‌a‌u ‌ nique‌‌‌outline‌‌color‌‌per‌‌material.‌ ‌

If‌‌you‌‌know‌‌you‌‌just‌‌want‌‌to‌‌use‌‌a‌‌black‌‌
outline‌‌everywhere,‌‌simply‌‌click‌‌the‌‌button.‌‌
However,‌‌if‌‌you‌‌think‌‌you‌‌might‌‌want‌‌more‌‌
control,‌‌for‌‌example‌‌keep‌‌some‌‌outlines‌‌
black,‌‌but‌‌also‌‌use‌‌a‌‌lighter‌‌brown‌‌color‌‌
next‌‌to‌‌your‌‌character’s‌‌skin,‌‌then‌‌hold‌‌
Shift‌‌‌while‌‌clicking.‌ ‌

In‌‌both‌‌cases,‌‌a‌‌Solidify‌‌modifier‌‌will‌‌be‌‌
added‌‌onto‌‌your‌‌object,‌‌and‌‌you’ll‌‌be‌‌able‌‌
to‌‌edit‌‌the‌‌Color‌‌and‌‌Thickness‌‌right‌‌in‌‌the‌‌
LBS‌‌add-on‌‌panel.‌‌Try‌‌playing‌‌with‌‌the‌‌
Clamp‌‌value‌‌if‌‌the‌‌outline‌‌looks‌‌weird‌‌or‌‌
bloated.‌‌If‌‌you‌‌look‌‌in‌‌the‌‌Material‌‌tab,‌‌
you’ll‌‌see‌‌that‌‌one‌‌or‌‌multiple‌‌LBS‌‌material‌‌
Outlines‌‌have‌‌been‌‌created.‌‌If‌‌you‌‌went‌‌for‌‌
the‌‌first‌‌option,‌‌keep‌‌this‌‌single‌‌material‌‌‌at‌‌
the‌‌top‌‌‌of‌‌your‌‌material‌‌stack‌‌at‌‌all‌‌times.‌‌The‌‌Solidify‌‌modifier‌‌uses‌‌a‌‌Material‌‌Offset‌‌of‌‌-1000,‌‌
so‌‌it‌‌will‌‌always‌‌pick‌‌the‌‌top‌‌one.‌‌If‌‌you‌‌choose‌‌the‌‌second‌‌option,‌‌you’ll‌‌need‌‌an‌‌outline‌‌
material‌a ‌ bove‌‌each‌‌of‌‌your‌‌materials‌b ‌ ecause‌‌the‌‌Material‌‌Offset‌‌has‌‌been‌‌set‌‌to‌‌-1‌‌in‌‌this‌‌
case.‌‌Keep‌‌this‌‌in‌‌mind‌‌as‌‌you‌‌make‌‌new‌‌materials,‌‌as‌‌outline‌‌materials‌‌will‌‌need‌‌to‌‌be‌‌created‌‌
manually‌‌and‌‌added‌‌on‌‌top‌‌of‌‌any‌‌new‌‌LBS‌‌material.‌ ‌

Make‌‌sure‌‌to‌‌always‌k ‌ eep‌‌the‌‌word‌‌“Outline”‌‌in‌‌the‌‌name‌‌of‌‌the‌‌outline‌‌materials‌‌and‌‌the‌‌
Solidify‌‌modifier‌,‌‌as‌‌this‌‌is‌‌the‌‌key‌‌word‌‌the‌‌add-on‌‌looks‌‌for‌‌to‌‌make‌‌it‌‌appear‌‌in‌‌the‌‌LBS‌‌panel.‌‌
If‌‌you‌‌already‌‌have‌‌Solidify‌‌outlines‌‌applied‌‌to‌‌your‌‌object‌‌from‌‌a‌‌previous‌‌project‌‌and‌‌want‌‌to‌‌
transfer‌‌them‌‌to‌‌LBS‌‌2.1,‌‌you‌‌can‌‌simply‌‌rename‌‌them‌‌so‌‌they‌‌appear‌‌in‌‌the‌‌LBS‌‌panel.‌ ‌

Every‌‌outline‌‌material‌‌created‌‌this‌‌way‌‌uses‌‌a‌‌special‌‌Solidify‌‌Outline‌‌node.‌‌It‌‌is‌‌custom-made‌‌
to‌‌work‌‌alongside‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌and‌‌supports‌‌full‌‌transparency‌(‌ Using‌‌Transparency‌‌
with‌‌a‌‌Solidify‌‌Outline‌,‌‌p.26)‌.‌‌It‌‌can‌‌be‌‌created‌‌at‌‌any‌‌time‌‌using‌‌the‌S‌ hift-A‌‌‌menu‌‌in‌‌the‌‌Shader‌‌
Editor.‌ ‌




24‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

TRANSPARENCY‌ ‌

Lightning‌‌Boy‌‌Shader‌‌2.0‌‌already‌‌uses‌‌
transparency‌‌to‌‌blend‌‌layers‌‌together.‌‌This‌‌can‌‌be‌‌
pushed‌‌a‌‌level‌‌further‌‌by‌‌enabling‌‌full‌‌
transparency‌‌on‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌node‌‌
itself.‌‌This‌‌allows‌‌all‌‌kinds‌‌of‌‌interesting‌‌effects,‌‌
such‌‌as‌‌having‌‌layers‌‌float‌‌in‌‌3d‌‌space.‌ ‌

To‌‌activate‌‌full‌‌transparency,‌‌go‌‌to‌M ‌ aterial‌‌
Properties‌‌>‌‌Settings‌‌>‌‌Blend‌‌Mode‌,‌‌and‌‌change‌‌it‌‌
from‌O‌ paque‌‌‌to‌A ‌ lpha‌‌Blend‌‌‌or‌‌‌Alpha‌‌Hashed‌.‌‌The‌‌
base‌‌color‌‌of‌‌the‌‌shader‌‌will‌‌now‌‌be‌‌transparent‌‌
instead‌‌of‌‌black,‌‌and‌‌two‌‌new‌‌properties‌‌will‌‌
appear‌‌on‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌node.‌ ‌

Alpha‌‌Mask:‌‌‌This‌‌property‌‌will‌‌make‌‌certain‌‌parts‌‌
of‌‌your‌‌object‌‌transparent‌‌based‌‌on‌‌the‌‌black‌‌and‌‌
white‌‌value‌‌connected‌‌to‌‌it.‌‌There’s‌‌no‌‌limit‌‌to‌‌
what‌‌you‌‌can‌‌connect‌‌here—the‌‌Mask‌‌output‌‌
from‌‌a‌‌Gradient,‌‌an‌‌alpha‌‌texture,‌‌a‌‌2D‌‌Outline‌‌
mixed‌‌with‌‌a‌‌Painterly‌‌Style—be‌‌creative!‌ ‌

Shader‌‌Opacity:‌‌‌This‌‌slider‌‌will‌‌make‌‌the‌‌entire‌‌shader‌‌completely‌‌or‌‌partially‌‌transparent.‌ ‌

Shadow‌M
‌ ode‌ ‌
Change‌‌the‌S ‌ hadow‌‌Mode‌‌‌to‌A ‌ lpha‌‌Hashed‌‌‌if‌‌you‌‌want‌‌
cast‌‌shadows‌‌to‌‌take‌‌the‌‌shader‌‌transparency‌‌into‌‌
account.‌‌It‌‌is‌‌located‌‌right‌‌under‌B
‌ lend‌‌Mode‌‌‌in‌‌the‌‌
Material‌‌Settings‌.‌ ‌


Limitations‌ ‌
Alpha‌‌Blend‌‌isn’t‌‌compatible‌‌with‌S ‌ S‌‌Ambient‌‌Occlusion‌.‌‌Alpha‌‌Hashed‌‌should‌‌be‌‌used‌‌as‌‌a‌‌
Blend‌‌Mode‌‌if‌‌you‌‌need‌‌screen-space‌‌ambient‌‌occlusion‌‌on‌‌your‌‌object.‌ ‌




25‌ ‌
Lightning‌‌Boy‌‌Shader‌‌2.1‌‌-‌‌User‌‌Guide‌ ‌

Using‌T
‌ ransparency‌w
‌ ith‌a
‌ ‌S
‌ olidify‌O
‌ utline‌ ‌
If‌‌you‌‌decide‌‌to‌‌use‌‌a‌‌Solidify‌‌modifier‌‌to‌‌generate‌‌outlines‌‌for‌‌your‌‌transparent‌‌object‌‌(A
‌ dd‌‌
Solidify‌‌Outline,‌p‌ .23)‌,‌‌you‌‌need‌‌to‌‌make‌‌sure‌‌to‌‌activate‌‌transparency‌‌on‌‌the‌‌outline‌‌material‌‌as‌‌
well.‌‌It‌‌works‌‌the‌‌same‌‌way‌‌as‌‌with‌‌the‌‌Lightning‌‌Boy‌‌Shader‌‌node,‌‌all‌‌you‌‌have‌‌to‌‌do‌‌is‌‌change‌‌
the‌B ‌ lend‌‌Mode‌‌‌in‌‌the‌M‌ aterial‌‌Properties‌.‌ ‌

Make‌‌sure‌‌to‌‌duplicate‌‌any‌‌nodes‌‌used‌‌as‌‌masks‌‌on‌‌both‌‌materials:‌‌for‌‌example,‌‌let’s‌‌say‌‌you’re‌‌
using‌‌a‌‌Gradient‌‌to‌‌hide‌‌parts‌‌of‌‌your‌‌object,‌‌then‌‌duplicate‌‌that‌‌same‌‌gradient‌‌in‌‌the‌‌outline‌‌
material‌‌and‌‌connect‌‌it‌‌to‌‌the‌‌Alpha‌‌Mask.‌ ‌

TECHNICAL‌‌SUPPORT‌ ‌

For‌‌any‌‌feedback,‌‌support,‌‌or‌‌if‌‌you‌‌encounter‌‌bugs‌‌or‌‌errors‌‌while‌‌using‌‌the‌‌shader,‌‌reach‌‌us‌‌at‌‌
team@lightningboystudio.com‌‌‌and‌‌we’ll‌‌be‌‌happy‌‌to‌‌assist‌‌you.‌‌We‌‌hope‌‌you’ll‌‌have‌‌fun‌‌using‌‌
this‌‌shader‌‌in‌‌your‌‌projects,‌‌and‌‌don’t‌‌forget‌‌to‌‌subscribe‌‌to‌‌our‌Y
‌ ouTube‌‌channel‌‌‌for‌‌additional‌‌
tips‌‌and‌‌tricks!‌‌

26‌ ‌

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