Engine/Skills Used: Unity3D, C#, HLSL, Unity Shadergraph, Unity Scriptable Render Pipeline

Download and play it on itch.io here!


Wobbletown is a simple diorama that I made to practice using Shaders in Unity within Unity's Scriptable Render Pipeline. I was inspired by UselessGameDev's video on "Moebius-style 3D rendering" in Unity, and I wanted to give it a go and put my own spin on it. I learnt a lot during this short project, and enjoyed putting together this small playable diorama!

The hand-drawn style outlines are achieved using a shader blitted to the main texture using a custom renderer feature. The shader uses HLSL custom functions to implement edge detection using a Sobel Convolution Filter, within a Shadergraph containing some additional shader logic for thickness, waviness and animation.

The toon shading is implemented using Shadergraph as well. Each fragment's colour is adjusted based on the dot product between the Main Light direction and the face's surface normal. Colours are rounded so that objects only contain a finite number of shades based on a shading factor property, creating a simplistic lighting effect imitating hand drawn cartoons.