/*IDfill written by Ivan DeWolf *simple toon fill shader with shadows *compare this to plastic.sl */ surface IDfill( float Kd = 1, Ka = .7, min = 0.05, max = 0.055) { normal Nf = faceforward(normalize(N), I ); Ci = Cs * (Ka*ambient() + Kd*(smoothstep(min,max,comp(diffuse(Nf),0)))); }