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RealToon (An AAA Toon/Anime Shader and Stylized)

Discussion in 'Assets and Asset Store' started by MJQStudioWorks, Jun 30, 2016.

  1. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Promo 1.png

    An AAA Anime/Toon Shader, Achieving Real Anime/Toon Look.

    (Anime/Toon/Cel shader.)

    [For Games, Animation/Film & Illustration]


    Features:
    - Realtime/Dynamic Lighting
    - You can also use pointlight or spotlight for lighting.
    - Self Shadow (Anime/Cartoon like shadow, You can adjust the size and intensity of the shadow, you can also change the color)
    - Normal Map (For more details)
    - Reflection (Use any images/textures as reflection)
    - Outline (You can also change the Color and width)
    - Gloss (Texture) (Custom Gloss) - Useful for Anime/Cartoon Style Gloss
    - Refraction - for anime/cartoon style glass,liquid & ice.
    - More...

    *More features to come.
    *You can also do any style (Stylized), yep more than anime/cartoon look.

    Video Tutorials:
    https://www.youtube.com/playlist?list=PL0M1m9smMVPJ4qEkJnZObqJE5mU9uz6SY

    RealToon Version List:
    https://app.box.com/v/realtoonversionlogupdates
    (Here are some screenshot)



    41.png

    Ria Chan Bored (Small).png

    40.png

    For more screenshot see store page.





    [To see the shader in real-time]


    Demo #1 (On Character Use & Lights Demo) [Web Browser View]
    [Click Here]

    Demo #2 (On Scene Gameplay Demo) [PC/Mac or Linux Builds]
    [Click Here]





     
    Last edited: Jan 19, 2022
  2. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    [Current Version: 5.0.8]

    This update supports Unity 5, 2017, 2018, 2019, 2020, 2021 and future unity versions.

    [New Options]

    - Use Vertex Color As Normal Direction (Outline) [URP and HDRP]
    *Use the vertex colors of the object as normal direction for outline.

    - Affect Shadow (Transparency) [URP]
    *Transparency affects shadow.

    - PTexture Color (PTexture) [URP]

    *Can now color the PTexture feature.

    - Optimize for [Light Mode:Baked] (Lightmapping) [URP]
    *Optimize the shader for [Light Mode: Baked]

    - On shader "Screen Space Outline" (Outline) [URP and HDRP]
    *Screen space outline on the shader.

    - Blending (Transparency) [URP and HDRP]
    - Rim Light Intensity (RimLight) [URP]


    - Refresh Settings (URP)
    *This will refresh the settings and apply it properly.
    *Useful if the settings are not applied properly or after change shader or if there is a problem on the shader.


    [Other New]

    - DeNorSob Outline (Post - Processing Effect) [URP and HDRP]

    *Sobel, Depth and Normal based outline.

    - Smooth Object Normal - Helper Script (Smooth Object Normal) [URP and HDRP]
    *This helper script will help "Smooth Object Normal" feature to follow object animation or movement.

    - Lightmap Support [URP]
    - PlayStation Support [URP and HDRP]
    - URP 11 Support
    - HDRP 11 Support
    - Unity DOTS Ready [URP and HDRP]

    ===========================================================

    [Note]
    Patches from the previous version 5.0.7 are
    integrated to this new version.
    See previous version list for more info about the patches.

    ===========================================================
    Changes and Improvements
    ===========================================================

    - Improved user guide/documentation.
    - Double Sided has been changed to Culling for more polygon sides control. [URP]
    - Fade Transparency is now merged to Default, there will be one shader and you'll just need
    to toggle the Transparent Mode. [URP]
    - Color blending/mixing has been changed - improved, it is now accurate than before. [URP]
    - Main Color default color has been changed. [URP]
    - Smooth Object Normal has been improved, you don't need anymore a Hardness option and
    can adjust it in any direction. [URP and HDRP]
    - Shaders and Examples are now in packages. [All]
    - Light Intensity default value has been changed from -1 to 1 because of the color
    blending/mixing change. [URP]

    ===========================================================
    Fixed
    ===========================================================

    - Turns pink after iOS or Mac build (Metal Graphics API). [URP]
    - Spotlight don't have shadow. [URP 10]
    - Can't select the front face of a plane object or quad face object, the cause is the traditional outline culling. [URP and HDRP]

    ===========================================================
    Note and warning
    ===========================================================

    To those who planned to update your current project to this version:
    *RealToon URP color blending or mixing has been changed, You need to adjust the colors of your object again.
    *RealToon URP Fade Transparency" is now merged to Default, Change your transparent object shader to Default and enable Transparent Mode.

    *For RealToon URP and RealToon HDRP:
    After you update, click the Refresh Settings at the bottom of the RealToon Inspector,
    This will refresh the settings properties and apply it properly.

    For all realtoon versions list:
    https://app.box.com/v/realtoonversionlogupdates

    If the 'Import' button does not change to 'Update', follow these steps:

    https://bit.ly/3nvpzZj

    ===========================================================
    Click "This" to see all version log updates.
    =================================================================



    [Patch Release]
    5.0.8p8 (Patch #8) for RealToon 5.0.8 (October 2023) [Current Release]



    [New]
    - APV (Adaptive Probe Volume) [URP 15 to later]
    - Arealight out of beta. [HDRP 16 to later]
    - DeNorSob Outline does not need a separate Depth-Normals Render Feature [URP 15 to later]
    - URP Deferred Rendering Path support. [URP 12 to later]

    [Improvements]
    - DeNorSob Outline can now be affected by the Cutout feature. [URP 15 to later]
    - Arealight light falloff is improved and can now be set to any XY size without any noise. [HDRP 16]

    [Changes]
    - DeNorSob Outline will not affect transparency [URP and HDRP]
    - In Transparent Mode, On Shader Screen Space Outline will be disabled except Cutout Feature. [URP and HDRP]
    - DeNorSob Outline Injection is now AfterOpaqueAndSky and transparent object will not affected by the outline. [HDRP]
    - URP 7 - 8 and HDRP 7 - 8 are not supported anymore and removed.

    [Fix]
    - Blinking/Flashing when using Cutout Feature [HDRP]
    - Blinking/Flashing colors [HDRP 14 to later]
    - "INDIRECTDIFFUSEMODE_RAYTRACE" error [HDRP 14 to later]
    - Arealight errors [HDRP 16 to later]
    - DeNorSob Outline not working [URP 15 to later]
    - "_EnableProbeVolumes" not found [URP 15 to later]



    ===========================================================
    ===========================================================
    [Upcoming Patch Update (Currently None)]



    [Upcoming Update]
    (RealToon 5.0.9)

    - Lite Mode (URP)
    - Settings Section (HDRP)
    - Check Update. (All)
    - Unlit Mode (URP)
    - Changed and Improved "Rim light" (URP and HDRP)
    - Disable/Enable GBuffer. (HDRP)
    - More improvements and optimization.
    - Improve Screen Space Outline post processing.
    - Improve MatCap. (Currently URP and HDRP)
    - Selflit Improvements (Currently URP and HDRP).
    - *Follow view (Gloss Texture) (URP and HDRP)
    - Tessellation Support (URP and HDRP)
    - *ShadowT Map Only (ShadowT) (New Option)
    - *Cutout - Dissolve Effect Mode (URP and HDRP)
    - *Camera based dithering. (URP)
    - *Lightmap support (HDRP)
    - *Screen Space Outline reflect to Raytraced Reflection (HDRP)
    - *Transparent reflect to Raytraced Reflection (HDRP)
    - *Custom RealTime Shadow Direction. (URP and HDRP)
    - *MatCap Ignore Normal (URP and HDRP)
    -
    *Perspective Adjustment (URP and HDRP) (Beta/Preview)

    " * " symbol means 50/50

    ===========================================================
    ===========================================================


    [Coming to RealToon Shader Soon]

    - RealToon 6/RT6 (Whole New) - Start working/developing next year 2023
    - RealToon HDRP (Improved it more)
    - Major changes to RealToon (Built-In) version.
    - Camera based dithering.
    - Added "Check Update".
    - Separate ZTest for Outline. (URP and HDRP)
    - Basic/Advance mode.
    - More to come.


    [Planned for RealToon Shader]

    - Toon/Anime style water (I'm still doing reasearch on how to make this).
    - RealToon NXT (50/50)
    - RealToon 2D. (Not sure yet).
    - RealToon Custom (Not sure yet).
    - Unity HDRP SSS (Subsuface Scattering) on RealToon HDRP.
    - Another New Outline (Geometry Shader style) (HDRP)
    - Additional Self Shadow for multi shading purpose.
    - Limit Light and GI Intensity option.
    - Customize RealTime shadow direction and can also make it static. (URP and HDRP))
     
    Last edited: Nov 29, 2023
    ulockes, Drominus, Ruchir and 2 others like this.
  3. UnityFunFun

    UnityFunFun

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    Mar 10, 2015
    Posts:
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    wow it is amazing
     
  4. JohnDraisey

    JohnDraisey

    Joined:
    Jul 28, 2013
    Posts:
    19
    I think this might be perfect for a racing game I had in mind. You should change the current asset store photo and replace it with the one of the glowing toys. Or even the anime character in the white outfit holding the giant gun on her back?
     
  5. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
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    Hi sorry for the late reply.
    Maybe it is =).

    I changed/replaced the asset store photo.
     
  6. Ooi

    Ooi

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    Nov 22, 2015
    Posts:
    11
  7. jessejarvis

    jessejarvis

    Joined:
    Aug 9, 2013
    Posts:
    303
    Hi QStudio!

    Great to see you have instancing support now :)

    I am trying to achieve results similar to Peria Chronicles and Breath of the Wild, however this is my current setup:



    Are there any values you recommend? Could you help me in any way with this?

    I'm using the Taichi character model with custom hairs. The hairs themselves are just a solid color as I am trying to achieve cell-shading.

    This is roughly what I want:







    I'm not seeming to have very good luck tweaking the values. Notice how in these hairs it has a smooth black outline around the edges of the hair, with some rim lighting I believe (halo) around the top of the head.

    Thank you.
     
  8. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
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    Hi jessejarvis,
    Here's how to achieve that.

    [For RealToon V3 Shader]
    [Directional Light & Point/Spot Light]

    ======================================================================

    [Face, Skin, Cloths & Others] [Shadow]

    1a.Check "Main Texture Color Shadow".
    - This will use the main/base texture and make it dark for shadow.
    - No need another texture for shadow color.

    1b.Adjust "Shadow Intensity".


    2a.Use "ShadowT" (If you need/want more shadow details).
    - For more shadow details like the hair and cloth.
    - Texture must be White & Black.
    - You can use Gradient or Flat.

    2b. Check "ShadowT On Light".

    2c Adjust "ShadowT Intensity".

    2d.Adjust "Shadow Size".
    - How much shadow to show

    ********************************************************************************************************

    [Hair] [Gloss]
    1a. use "Gloss Texture".
    - I called this custom gloss, be sure the texture is black & white.
    - white means visible/gloss.
    - black means invisible/nothing.

    1b.Adjust "Gloss Texture Intensity" all the way to 1.
    - You can also blend Default Gloss & Gloss Texture by adjusting it.

    ********************************************************************************************************

    [For Rim Light]
    1a. Use "Fresnel".
    1b. Adjust "Fresnel Intensity"
    1c.Check "Fresnel On Light".
    1b Check "Fresnel Hard Edge".
    1c.Adjust "Fresnel Fill".

    ********************************************************************************************************

    [Result]



    ********************************************************************************************************

    [For RealToon V4 Shader]

    [Directional Light]
    [You can also do this in point/spot light but there are additional tweaks to do.]


    Important:
    1.Adjust "Intensity Multiplier" or Directional Light Intensity if the scene is too bright.
    ======================================================================

    [Face, Skin, Cloths & Others] [Shadow]


    [For Separate Texture For Shadow]

    1a. Use "Shadow Color Texture".
    - Use a separate dark version of the main/base texture.

    1b. Adjust "Intensity" all the way to 1.

    1c. Adjust "Add Light".
    - Be sure "Intensity Multiplier" is not equal to 0 or "Source Color" not black.

    ********************************************************************************************************

    [For Use The Main/Base Texture For Shadow]


    1a. Use "Shadow Color Texture".
    - Use the main texture.

    1b. Adjust "Intensity" all the way to 1.

    1c.Adjust "Power" to 1.4 or 1.6 or you pref.

    1d. Adjust "Add Light".
    - Be sure "Intensity Multiplier" is not equal to 0 or "Source Color" not black.

    2a.Use "ShadowT" (If you need/want more shadow details).
    - For more shadow details like the hair and cloth.
    - Texture must be Dark - Gray & White.
    - Dark - Gray means shadow/visible.
    - White means invisible/nothing.
    - You can use Gradient or Flat texture.

    2b. Check "Show On Light".

    2d.Adjust "Shadow Size".
    - How much shadow to show

    ********************************************************************************************************

    [Hair] [Gloss]

    1a. use "Gloss Texture".
    - I called this custom gloss, be sure the texture is black & white.
    - white means visible/gloss.
    - black means invisible/nothing.

    1b.Adjust "Gloss Texture Intensity" all the way to 1.
    - You can also blend Default Gloss & Gloss Texture by adjusting it.

    [If you want Gloss Texture to follow light and object rotation]


    2a. Check "Follow Light".
    2b. Check "Follow Object Rotation".

    ********************************************************************************************************

    [For Rim Light]
    1a. Use "Fresnel".
    1b. Adjust "Intensity"
    1c.Check "On Light".
    1b Check "Hard Edge".
    1c.Adjust "Fresnel Fill".
    ********************************************************************************************************
    [Result]




     
    Last edited: Feb 5, 2018
    Drominus, andreiagmu and SolarFalcon like this.
  9. jessejarvis

    jessejarvis

    Joined:
    Aug 9, 2013
    Posts:
    303

    Thanks very much! This will help :) I'll have to figure out how to make the custom gloss though. Most of this works by default for Taichi but I have 8 custom hairs that don't have textures because I was using cel-shading (they use solid colors), so idk how I'd do a gloss texture since it with it.
     
  10. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    No problem =),

    Here's an example of gloss texture,


    Try to download that and use it for
    Gloss Texture.

    Its really easy to make that.
    Its just an equal side image/texture.
    Just draw white vertical oe horizontal lines in the middle just like the anime hair gloss.
    Do it in your prefered image editor like Photoshop or Gimp.

    hope to see a screenshot of this game soon.

     
    Drominus and andreiagmu like this.
  11. Pandur1982

    Pandur1982

    Joined:
    Jun 16, 2015
    Posts:
    275
    Thx for that great Shader i love it,

    i have a question ,on the taichi character you use on the face a face Shadow Texture,how you have made that? I have look on gimp and have set the texture with more contrast but it will not look so good,can you help me please,i will use the m01_swimwear_00_h.png for the taichi char.
     
  12. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi Pandur1982,
    What RealToon version you used?

    Here's how to do it for realtoon version 4:

    (For RealToon Version 4/V4 Shader)

    [Directional Light]
    [You can also do this in point/spot light but there are additional tweaks to do.]
    [See https://app.box.com/s/un0rga6boorbo90dkvadygsolzhuorgk for point & spotlight tweaks]

    Important:
    1.Adjust "Intensity Multiplier" or Directional Light Intensity if the scene is too bright.

    Note:
    *You can use real-time light with shadow [low, medium or high] or none and you can use directional light, point & spotlight at the same time, its your choice.

    [Texture setup/files]


    ======================================================================

    [Face, Skin, Cloths & Others] [Shadow]


    1a. Use "Shadow Color Texture".
    - Use a separate dark version of the main/base texture.

    1b. Adjust "Intensity" all the way to 1.

    1c. Adjust "Add Light".
    - Be sure "Intensity Multiplier" is not equal to 0 or "Source Color" not black.

    2a.Use "ShadowT"
    - For more shadow details like the hair and cloth.
    - Texture must be Dark - Gray & White.
    - Dark - Gray means shadow/visible.
    - White means invisible/nothing.
    - You can use Gradient or Flat texture.

    2b. Check "Show On Light".

    2d.Adjust "Shadow Size".
    - How much shadow to show

    3a. Adjust "Size" under "Self Shadow"
    *Only adjust it if you want more shade/self shadow.

    ********************************************************************************************************

    [Hair] [Gloss]


    1a. use "Gloss Texture".
    - I called this custom gloss, be sure the texture is black & white.
    - white means visible/gloss.
    - black means invisible/nothing.

    1b.Adjust "Gloss Texture Intensity" all the way to 1.
    - You can also blend Default Gloss & Gloss Texture by adjusting it.

    [If you want Gloss Texture to follow light and object rotation]


    2a. Check "Follow Light".
    2b. Check "Follow Object Rotation".

    ********************************************************************************************************
    Hope to see a screenshot of it.

     
    andreiagmu likes this.
  13. jessejarvis

    jessejarvis

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    Aug 9, 2013
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    Last edited: Mar 12, 2018
    we00037890 likes this.
  14. MJQStudioWorks

    MJQStudioWorks

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    Looks good, good job & thumbs- up,
    Add Gloss Texture for hair and it will look awesome. =)

     
  15. erpatton

    erpatton

    Joined:
    Oct 6, 2014
    Posts:
    55
    Hi! I just bought your asset yesterday, and I love the results from it!

    I'm having an issue, though, and none of the settings seem to make this go away. When I get close to a mode, I can see the background bleeding through the shader somehow. Any idea what might be causing this?



    It's almost like the character is slightly see through or something. Here are my settings in case I've got one of those messed up or something:

     
  16. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
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    Hi erpatton,
    Thanks fo using realtoon,

    All of the settings are okay.
    Can you send me the texture of the model or the fox model with the texture? "If its okay to you."
    Just for checking. send it by email.

     
  17. erpatton

    erpatton

    Joined:
    Oct 6, 2014
    Posts:
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    Sent!
     
  18. MJQStudioWorks

    MJQStudioWorks

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    Oct 12, 2012
    Posts:
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    I received it, thank you.
    In my checking there's no problem:



    Did you edit the texture file?

    Try this:
    *Try to set the Texture/Main Texture to none.
    If the problem is gone means the problem is in the texture.
    If the problem is the texture, try adding a white background.




    *Try set the Render Queue to 2000 if the problem is still there.

     
  19. Kamil-Sobierajski

    Kamil-Sobierajski

    Joined:
    Dec 14, 2016
    Posts:
    44
    Can you make a tesselation setting tutorial?
     
  20. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi Kamil-Sobierajski

    It's easy just use the realtoon tessellation version then set the "Near" to the value you want.
    Higher value means more subdivision.

    Set your view mode to "Shaded Wireframe" for you see the tessellation/subdivision.


     
  21. BRiSA

    BRiSA

    Joined:
    Mar 16, 2015
    Posts:
    4
    Just to make sure, does your realtime Multi-Lighting feature, work on mobile platform? or is it just for PC. Every toon shaders I've tested told me it could handle multi-lighting, but turned out such feature is for standalone build only.
     
  22. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
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    Hi BRiSA,
    Yep it does work.
    Here's a screenshot, running on my android phone.
    RealToon Latest Update.



    1 directional light and 2 pointlight, but having multiple lights on mobile is expensive especially shadow enabled.

     
    Last edited: Apr 22, 2018
    Starpaq2 likes this.
  23. awesomedata

    awesomedata

    Joined:
    Oct 8, 2014
    Posts:
    1,419
    @QStudio

    This looks awesome! -- thanks for the hard work! -- This is a really great-looking shader!

    There's only one nitpick I have (which seems to plague all toon shaders), and that's how the thick outline creates artifacts on low-poly models. In places where there are sharp angles (and thus sharp changes in the model's normals), the outline doesn't "connect" to the rest of the character due to the backfaces being culled in places where the outline "hull" is expanded (as the angle of the differences in the normals of the two models as they're expanded gets too big), and this gets worse as the outline increases in thickness.

    Here it is with even a "normal" outline:

    issues.png

    After looking into shaders heavily, I've found that this can be fixed on the shader level, with a little help from the artist. The artist would provide one of two things:
    1. a separate set of perfectly-smoothed normals (which are unaffected by the scaling of the outline "hull" model because they always point the same direction as the outline-hull regardless of its scale)
    2. OR -- a "tweak" texture or channel that will "shift" the outline "hull" verts at those pixel-to-UV coordinates back closer to the center of the original model in screen-space. This will prevent the backface "culling" of those faces a lot better (especially where there are sharp edges that are heavily "expanded" via a very-thick outline).

    Would you be willing to support the use of a separate set of normals (or a "tweak" texture?) to fix the thicker outlines' backface-culling issues? This is helpful in problem areas in the silohuette where outline faces vanish, thus the outline is broken as the tips/edges of sharp hair spikes or just doesn't match up well.

    This is the first shader I've ever bought, and I have high hopes you can help me! -- I plan to use this for low-poly models so this is very important to my workflow. Perhaps it's possible for tesselation to help a little, but I'm not sure. For times when "look" is important -- this is the shader I'd want to use, and outlines are very important for me. It seems like NOBODY has got them right yet. D:
     
    Last edited: May 7, 2018
  24. MJQStudioWorks

    MJQStudioWorks

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    Posts:
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    Hi awesomedata,
    I thought of it many times especially this outline artifacts, untill now.

    I'm also doing some experiment about it.
    There are some things that i need to understand for me to go deeper.

    I might/will try that texture thing or tweaks you said and might include it in the upcoming updates or future updates.

    Thank you for the post and using realtoon =)
     
    Last edited: May 9, 2018
    awesomedata likes this.
  25. awesomedata

    awesomedata

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    Oct 8, 2014
    Posts:
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    Thanks, that means a lot.

    Btw -- I'm having trouble with the cutout version of the shader:

    upload_2018-5-15_16-50-30.png

    It looks even worse with outlines:

    upload_2018-5-15_16-52-32.png



    Obviously, it should look more like this (but with outlines and shadows):

    upload_2018-5-15_16-53-5.png


    The bottom-most image is using a simple "Unlit/Transparent Cutout" shader. Perhaps you can include a better-looking cutout effect that takes into account transparency/anti-aliasing from the texture possibly?
     

    Attached Files:

  26. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi awesomedata,

    *Does the texture have alpha?

    *There's an option "Alpha Base Cutout" there, if that is unchecked it will use the color of the texture, if it is checked it will use the Alpha of the texture.

    *Try to uncheck and check "Alpha Base Cutout" again.

    *For better transparency/transparent, use "Fade Transparency" but there will be no Outline & Receive Shadow but it can cast shadow.

    Let me know if still occurs.

    =============================================

    I'm also working on adding an option to use only the "Secondary Cutout" for more control/custom cutout, it will be included in the upcoming update.

    Thank you for this, it helps me to fix some problem.

    ==============================================================

    Can you send me that model or at least a link to where to download it ("If there is")
    for me to test it here or check? *if its okay to you*

     
    Last edited: May 16, 2018
  27. awesomedata

    awesomedata

    Joined:
    Oct 8, 2014
    Posts:
    1,419
    Really strange! -- I'm not sure what happened, but I think it was selecting the wrong texture and applying it to the same material every time I changed shaders! Apparently the two textures were named the same thing upon importing it. Although each texture was in a different folder, I guess Unity Editor thought it was the same texture internally for some reason (despite it being a different folder location!)

    Sorry for bothering you about this! -- Totally user "error" in this case!



    So far, this shader is really nice! -- Thanks for making it!



    There are a few things I'm still trying to learn how to make Realtoon do. For example, the eyes being in front of the hair, and then animating them via transform. Is it possible to do something like the following (and still keep the eyes in front of the hair?):

    eyeblink.gif



    Also, I really hope you're still considering a way to make the outlines fit the model more closely!

    I don't mind painting the verts of the model where the outline verts should stick more closely to the model (or where it should push the verts farther away, such as in more subtle areas [like the nose] where you actually DO want the outline to disappear in many cases). I can't remember if you can pass in a mesh to a shader (or a list of verts) from another object, but another possibility is to define an alternate "outline" mesh (with flipped normals) that the user could tweak in problem areas in their modeling tool, or with a tool like Polybrush (since it's free now.) This is probably a more straightforward approach than vertex painting in a channel, but I'm not sure how it might affect performance.

    Let me know what you think! :D
     
    andreiagmu and MJQStudioWorks like this.
  28. MJQStudioWorks

    MJQStudioWorks

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    Hi awesomedata,

    *Its okay and no problem, hope it is okay now .

    *Thanks for sharing it will/might help me to do or add something new.

    *I added something for the outline using texture, it might be available in the upcoming update.
     
    awesomedata likes this.
  29. Kamil-Sobierajski

    Kamil-Sobierajski

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    Hey.
    When I update my project to Unity 2018.1 the shader starts making me some issues.

    Shader error in 'RealToon/Version 4/No Outline/Default': syntax error: unexpected token ';' at line 552 (on d3d11)

    Compiling Vertex program with UNITY_PASS_FORWARDADD POINT SHADOWS_CUBE
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR​

    Can you tell what happens, and how to fix this?
     
  30. awesomedata

    awesomedata

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    Any progress on this?
     
  31. MJQStudioWorks

    MJQStudioWorks

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    hi, maybe the shader files did not update.
    try reimport realtoon again.

     
    Last edited: Jun 7, 2018
  32. MJQStudioWorks

    MJQStudioWorks

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    Hi awesomedata,
    Realtoon v4.0.3 update is already released.


     
  33. awesomedata

    awesomedata

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    That's strange -- it definitely wasn't showing on my end. D:

    So how might one use the texture to "fix" the outline normals with the new version? -- Is there an example model with the fixed outline points provided in the new version?


    Also, you never replied about this, but I was still wondering about the UV-manipulated eyes example in the below post. Is there something showing an example of these types of eyes being shown in front of the hair?
     
  34. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    About the eyes visible in front of the hair, you can already do that by using the "See Through" option in the shader.
    see the "See Through Example" scene.

    About the outline, there's a new control/option i called it "Width Control (Texture)".
    see RealToon (User Guide).pdf about it.

    If you need help about it, just tell.

     
    awesomedata likes this.
  35. awesomedata

    awesomedata

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    Thanks for that! -- I've been playing with the shaders/shadows for a while now and totally didn't notice the "see through" option (mainly because I've been having fun with the shadow styling).

    Regarding the outline width, I will definitely check out to see how the texture affects the offset/scaling of the verts as soon as I get a moment. Am I correct to assume that this can "push/pull" the verts closer to the model as well, while still maintaining the outline width if I wish? (I've yet to pull in the pdf, but that's what I'm after mainly!)

    One last question -- do you plan to make this Shader-Graph compatible for 2018.x at some point? I'm really looking forward to playing with the Scriptable Rendering Pipeline with this.
     
    Last edited: Jun 7, 2018
  36. Kamil-Sobierajski

    Kamil-Sobierajski

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    No. It looks like RealToon is not compatible with 2018.x at all.
    Ther make some issues as I write before and turn to pink.
    I test in different projects and problem is repetitive.
     
  37. MJQStudioWorks

    MJQStudioWorks

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    Hi, it is compatible,
    I already tested it before i release it.
    I'm using the first official unity3d release 2018-f2.
    I also tested it again here updating from realtoon v4.1.2 to v4.0.3 and no problem to it.

    What version of 2018 unity3d did you use?

    *I recommend you to redownload realtoon be sure it is the new realtoon V4.0.3 update.
    send me a screenshot of the line code of the shader that cause the error *not the number*.
    send it to me by email.

    Hope to hear from you soon.

     
    Last edited: Jun 9, 2018
  38. Kamil-Sobierajski

    Kamil-Sobierajski

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    Ok. I'll happy to help with this bug catching.
     
  39. Kamil-Sobierajski

    Kamil-Sobierajski

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    upload_2018-6-9_15-19-54.png
    Ok. Ill make a new fresh project in Unity 2018.1.0f2
    Download only a RealToon.
    And the problems appear again.
    upload_2018-6-9_15-21-55.png
    Maybe I should reinstall Unity?
    upload_2018-6-9_15-22-37.png
    But it is fresh and works fine... Except for this shader problem.
    Do you have some idea what can cast this problem here?
     
  40. MJQStudioWorks

    MJQStudioWorks

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    That's also my unity3d version.

    It seems it downloads the RealToon V4.0.3 for unity3d 2017 instead the version for Unity3d 2018.
    To me it works without a problem even updating.

    Yep, try reinstall unity3d 2018.1.0f2.

    Be sure your RealToon is updated to V4.0.3.
    Update it first before you import/download.

     
    Last edited: Jun 9, 2018
  41. Kamil-Sobierajski

    Kamil-Sobierajski

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    ok.
    I reinstall Unity.
    upload_2018-6-10_1-8-28.png
    But the problem is still the same.
    upload_2018-6-10_1-7-56.png
    Hmm... I dunno what can cost this.
     
  42. MJQStudioWorks

    MJQStudioWorks

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    Is the realtoon in your purchase package is updated to the latest version v4.0.3?

    Send me a screenshot of it and the screenshot of the realtoon files in your unity project for me to verify/see.

    Send it at mjqstudioworks@gmail.com

     
  43. Kamil-Sobierajski

    Kamil-Sobierajski

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    The problem was solved. I do not sure what it is but the new version of shader works well.
     
  44. MJQStudioWorks

    MJQStudioWorks

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    Hi Kamil,
    Maybe there's some problem in updating asset in your end.
    Atleast it is now okay.

     
  45. luxmontgomery

    luxmontgomery

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    Jun 21, 2018
    Posts:
    1
    Hi,

    I'm having some problems lightmapping a scene towards mobile, could you please advise?

    I want to bake as much as possible into the scene and eliminate all realtime shadows, the realtoon shader is being used on the environment so the scene is 95% static objects, any moving objects use standard unity shader and will not be casting shadows.

    I am not too sure which lighting mode the shader is designed for...
     
  46. MJQStudioWorks

    MJQStudioWorks

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    Hi, luxmontgomery.
    RealToon does not yet do lightmapping "baked light-map".
    It will be added support soon in the future realtoon updates.

    As of now you can use realtoon for environment or static object with real-time shadow, you can also use it without realtime shadow by disabling the shadows of the object and use Self Shadow & ShadowT instead, to know more about these two options see or read RealToon (User Guide).pdf

     
  47. millefoliumink

    millefoliumink

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    Ohhh that's a shame, is there a timescale when it is expected to be added? Realtime GI is being too problematic, I may have to fallback to another shader.
     
  48. MJQStudioWorks

    MJQStudioWorks

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    Hi vonbetelgeuse,
    I can't tell it yet when will i add it and it takes time also because of testing and experimenting.

     
  49. BlankMauser

    BlankMauser

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    Dec 10, 2013
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    Does this shader have transparency support? For characters that are slightly see-through?
     
  50. cleverleal

    cleverleal

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    May 29, 2018
    Posts:
    4
    I was working with a flat lighting shader very fast (60 fps on iphone5s).
    I tried realtoon today, despite it looks better I only get 12 fps. =/