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Some plastic/gem setup from manual adjustments to toon ramp color, specular smoothness, rim lighting, and environmental reflections. Unfortunately Unity's poor alpha sorting + shadows makes this hard, so i pin style towards a NPR effect.
Generally the upgrades been to specular and environmental reflection effects. I can do metallic like styles really heckin well now.
Guess i can start posting results of my shader project publicly? Fusing NPR and PRB style concepts is fun.
Well matcaps are neat and can give the effect of complex lights im still iffy using them.
Test Demo. Here is showing going past 16 texture looks up. I'm using two UNITY_DECLARE_TEX2D() With their own subsets of Samplers. Thank you @MerlinVR_ @XiexeVR
I modded Unity chan shader 2.0.3 to support baked lights only. Almost ready to release