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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

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    Hi,
    *I'll check and i might add this soon on the next major update RealToon 6 and.
    Realtoon 6 will be more customizable and possible to add more features than the current version 5.

    *About the new option for shadow transparent you said previously, it will be added on the next update 5.0.8.


     
  2. Devsagi

    Devsagi

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    Hello,

    thanks for your reply and for the update! I was hoping the second rim color would be easy to add because you can duplicate an existing feature, but I will wait then :)

     
    MJQStudioWorks likes this.
  3. boyweb

    boyweb

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    Hi, MJQStudioWork

    I've met the "tris" problem too. A model with about 2k tris is presented with about 23k tris in my game. Could you please give me some advise?

    Sorry for disturbing and thank you in advance.
     
  4. MJQStudioWorks

    MJQStudioWorks

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    Hi, boyweb

    I send a message for better support, check your inbox here.

     
  5. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, here's a new short video i made.
    Title: Ria Chan In Summer Street Walk

    (Using RealToon Shader HDRP in DXR/Ray Tracing mode)

     
    Natoff and Starpaq2 like this.
  6. Smileys

    Smileys

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    Hi, i am close to shipping a product and was checking performance when i noticed that the characters with toon shader in my scene take up a huge amount of draw calls. I added Real Toon a while ago and this was not a problem then. It seems like the shader issues a draw call for each mesh it is on - no matter if that is the same material. It wont get batched. When i change the character material to URP/Lit the draw call count falls down and additional characters with the same material will get batched and wont result in additional draw calls.
    I have updated Real Toon to the newest version without success.

    My setup:
    iOS(metal)
    Unity 2019.4(LTS)
    URP 7.3.1
     
  7. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    Is your character uses outline?

    What's the previous realtoon shader version did you use?
    is it possible for you to send a screenshot?

     
  8. Smileys

    Smileys

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    Yes i use outlines. But when i deactivate them, the model turns pink.
    Unfortunately i dont know the previous version - would need to dig into backups for that. But the problem was on both versions (old and new). I suspect that a Unity or URP update broke something with Real Toon.

    The attached image is from a character thrown into a fresh scene. As you can see it generates 19 calls and adds 14 everytime i duplicate the model.
    However if i change the material to URP/Lit it only generates 6 calls and no additional ones on duplication.
     

    Attached Files:

  9. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    I recommend you to send your reply or send an email at mjqstudioworks@gmail.com for better support.
    if you disable the outline, it should not turn pink.

    May i know what realtoon version you are using right now?
    Are you using RealToon 5.0.7?

     
  10. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, here's a new RealToon Video Tutorial,
    "How to have a clean anime/toon face shade and realtime shadow".

     
    MeinosKaen likes this.
  11. MeinosKaen

    MeinosKaen

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    Many kudos! Can't wait to have the first character models for our game to use RealToon on! ^^ Also, hello from Belgium!

    New adopter of this shader and man, it got me and my team out of a sever pickle. Also got us to get into HDRP so, big thanks all around, MJQ. Been experimenting with it over the weekend, already love it.

    While I'm here, wanted to ask if anyone knows how to properly use the Self-Lit feature. I have a bunch of lamps and screens that should be emitting some serious lights right now but it's not so.



    Am I missing something obvious?

    - Meinos Kaen
     
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  12. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    Thank you for using realtoon shader. =)

    About the selflite, it seems the Power is set to 0,
    Set it to more than 0.

     
  13. MeinosKaen

    MeinosKaen

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    ...yuuuuup I was missing something obvious. Ahahahah! Thanks! Btw, the RealToon shader is optimized for RealTime lighting, isn't it? I ask because with Baking it doesn't have the same results.
     
  14. MJQStudioWorks

    MJQStudioWorks

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    Hi, no problem :D

    About baking, it is not yet supported but on the upcoming update 5.0.8 it will be added but firstly on RealToon URP version.
    Currently it is all real time.

    RealToon HDRP also supports DXR/Ray Tracing and you also don't need to bake.

     
    MeinosKaen likes this.
  15. travislyu

    travislyu

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    Hello! I purchased your asset and it works very well. It really adds a lot to my game and it was truly worth the money.

    Though one thing that's not working well is the Sobel Outline Effect on URP. I tested the feature on the old RP and it worked fine, but the feature does not work on URP/HDRP just by attaching the effect to the camera.

    I was thinking maybe the feature is not supported on URP/HDRP and was using the basic outline effect provided by the shader, but recently I found your "RealToon (In-Game Use) (HDRP)" video which in the description says it used Sobel Outline Effect.

    Maybe I'm missing something from the user guide, but can you help me figure out how to use the Sobel Outline Effect on URP?

    Thank you!
     
  16. MeinosKaen

    MeinosKaen

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    You just made my partner very happy I think :p Thanks!
     
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  17. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    Thank you for using realtoon :)

    About the sobel outline,
    The default imported sobel outline effect is only works on RealToon Built-In Version.
    Currently RealToon URP version don't not have Sobel Outline Effects yet because currently in URP can't create custom post processing effects yet.

    RealToon HDRP version does have its own Sobel Outline Effect,
    Just unpack the RealToon HDRP then read the temporary user guide for HDRP version on how to setup and use Sobel Outline Effects..

    Note:
    If you you are planning to use SRP,
    Only import the SRP packages you need + User Guide.pdf.



     
  18. travislyu

    travislyu

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    Thank you for your answer!

    I've been building games in URP, so it's really sad that the effect is not possible on the pipeline. Also it sounds like it's not something that will be added soon as it's a feature that the pipeline is missing.

    Probably will shift to using the old RP. We've been having so many issues with URP and was seriously considering shifting back.
     
  19. frostymm

    frostymm

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    Hey, I was following along with your youtube tutorial on the comic shading effect and all I seem to get is a regular looking shadow after applying the halftone PTexture. I thought it might be my model or the texture but then I tried it with the demo scene and unity chan and got the same problem.

    upload_2020-10-16_20-29-46.png

    I'm on Unity 2019.4.12 (LTS)
    URP 7.3.1

    Also when I turn the shadows up, they always turn blue which is weird...
     
    Last edited: Oct 17, 2020
  20. MJQStudioWorks

    MJQStudioWorks

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    Hi frostymm,
    I noticed that you used an image with alpha.
    I recommend you to use a Black and White image file.

    White is a background.
    Black is the pattern.

    About the weird blue color when turning on shadow, maybe that's because of the high value Power of the PTexture.
    Send a screenshot so i can see it.

     
    Last edited: Oct 17, 2020
  21. frostymm

    frostymm

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    I used the HalfTone texture included in your examples, are there specific import settings that they need?

    Here's a screenshot of the blue shadows (the hand). It's most apparent with the white textures. This happens regardless of PTexture being enabled at all.
    upload_2020-10-16_21-21-38.png
     
  22. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    I send you a message for better support.
    Check your inbox here.


     
  23. jgalvezpa12

    jgalvezpa12

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    Hello, hey i sent you an email about a jelly shader, let me know if you are interested
    Thanks
     
  24. CRISTALSONIC

    CRISTALSONIC

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    so what settings would you use for a crystal effect or emission?
    the earing should have a small glow.


    on a side note did you guys ever make a terrain shader or water?
     

    Attached Files:

  25. MJQStudioWorks

    MJQStudioWorks

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    Hi CRISTALSONIC,
    To have emission,just enable "selflit" feature.

    About water shader, i thought of it a few years ago, i’ll pursue making it once its time.


     
  26. midgear

    midgear

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    I'm getting flashing of the lighting in the room and I don't understand why it's doing this. It works fine with the Standard Material. But as soon as I turn on Real toon Shading it freaks out.
     
  27. MJQStudioWorks

    MJQStudioWorks

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    Hi, this is somewhat a issue or bug.
    There are currently 2 ways to fix it.

    1.Disable the outline and static is on.
    2.Enable the outline and static is off.

    *I'm still checking the main reason what causes this.
    Only the Built-In RP & point and spotlight.

     
  28. somekindofhope

    somekindofhope

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    Heya!

    Is it possible to change the Self-Lit Properties during runtime?
    My material is selflit at the beginning but I need to turn it off during gameplay (or at least to turn down the intensity).

    I tried:
    Code (CSharp):
    1. GetComponent<SkinnedMeshRenderer>().material.SetFloat("_SelfLitIntensity", 0);
    but it's not taking effect during runtime. Just wondering if this is even possible (and how) or if the problem is somewhere else inside my project.



    Thank you!
     
    Last edited: Nov 12, 2020
  29. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    Yes, is it possible to change the Self-Lit Properties during runtime.

    That line of code is working/correct.
    Be sure the script is on a mesh object with a "Skinned Mesh Renderer" component.
    Don't forget to enable the "SelfLit" feature.

     
  30. somekindofhope

    somekindofhope

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    Thank you!
    The problem was on my side. I have changed the material after changing the value of the SetLit properties.

    By the way: I really love your shader <3.

    Thank you for the fast support!


     
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  31. MJQStudioWorks

    MJQStudioWorks

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    Thank you and no problem :)

     
  32. frostymm

    frostymm

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    Any way to edit these values through code?

    upload_2020-11-18_1-55-24.png
     
  33. QbAnYtO

    QbAnYtO

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    Has anyone tried using this with water? Like stylized water shader? Does it make water cartoony? That would cool. Also , does this affect particles too?
     
  34. frostymm

    frostymm

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    On a separate but related note, is there any way to deal with this issue?

    When I zoom in on the character in scene view, the outline starts covering up the entire model.
    upload_2020-11-18_11-47-8.png

    It's not an issue at all in game view.
    (I tried editing my first post but then it wouldn't let me attach files)
     
  35. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    You can access the shader property by script.
    See this Unity API C#:
    https://docs.unity3d.com/ScriptReference/Material.html

    To see all the RealToon Shader property, just click the realtoon shader file.

    Take note that you can only disable an enabled RealToon Feature in a build game.

     
  36. MJQStudioWorks

    MJQStudioWorks

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    Hi, i sent you a message here for better and longer write support,
    check your inbox.

     
  37. MJQStudioWorks

    MJQStudioWorks

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    Hi, in Built-in RP version, you can try to use the RealToon Refraction.
    You can use as water but it is basic.

    **Take note realtoon don't have a true stylized water shader yet, I'm still planning to make one.

     
  38. QbAnYtO

    QbAnYtO

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    Does this translate into consoles as wel? PS4-5, Xbox one x, series x and Nintendo switch? Also, My apologies I should of clarified. I meant does this work with existing water? Like from a different asset? Will it make this water look Toony? I already know it doesn’t work with the rain as per previous posts. How about particles? Does it make existing particles toony?

     
    Last edited: Nov 18, 2020
  39. MJQStudioWorks

    MJQStudioWorks

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    Hi QbAnYtO,
    RealToon can be used to these consoles but for PS4 there are some steps needed to do before it works on PS4.

    About water shader, you mean the shader blends and works together with other water shader?
    yes it is, you can even use it in an environment that uses Unity Standard Shader or normal unity shader.

    About particles, somewhat you can use it..

     
  40. Steel-Grin

    Steel-Grin

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    Hi,

    Are there any major visual differences between the URP and HDRP shaders? The majority of the YouTube demos seem to be HDRP. It'd be nice to have something like the Summer Street Walk video done in both URP and HDRP to compare the differences!
     
  41. MJQStudioWorks

    MJQStudioWorks

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    Hi, here's a playlist video demo that are not using RealToon HDRP, it is mostly RealToon Built-In RP and some are RealToon URP/LWRP.

    https://www.youtube.com/playlist?list=PL0M1m9smMVPK0VPjNy6vvl4hiaKTcMzUg

    About visuals and quality it depends on the SRP.

    On Unity HDRP, you can set all at the highest quality as possible from 16k shadow resolution, High quality RayTracing to advance visual.
    Accurate and mostly realtime.

    Unity URP is limited, currently pointlight don't have realtime shadows, shadows are not that high and limited to 4k, Arealights is only for baked, dont have any advance visuals but fast even on a low end pc.

    You can actually have the same visual.
    Just choose what's best for you and needs.

    The "Summer Street Walk" video demo uses RealToon HDRP with DXR/RayTracing enabled.
    All are real time, not baked.

     
  42. p_hergott

    p_hergott

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    Can real toon achieve a look like this style?
     

    Attached Files:

  43. MJQStudioWorks

    MJQStudioWorks

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    Hi, p_hergott
    Yes it is.

    Flat and soft shade.
    You can also do comic style look by using the realtoon feature "PTexture".

     
  44. p_hergott

    p_hergott

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    Omg the keyword thing haha. Guess theres some reading to do.
     
  45. p_hergott

    p_hergott

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    so..... how? ive got nearly no shaders in my project, and only importing the "RealToon V5.0.7 (2019 and Later)" from the "others" folder. even with the delete unused shader keywords on. then for good measure I even deleted the lite and tessellation shaders. and I still have too many keywords. in 2019.41 HDRP help!
     

    Attached Files:

  46. p_hergott

    p_hergott

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    nm I think I just unpacked the wrong package.
     
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  47. MJQStudioWorks

    MJQStudioWorks

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    If you are using HDRP, unpack the 'RealToon HDRP' package in the folder "RealToon SRP'.

    There's an included guide to setup it properly for SRP use.

     
  48. j3lackfire

    j3lackfire

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    Scene.png

    Hi, I'm sorry for this noob question, I tried reading the manual but can't find any. Basically, I want my objects to cast light onto the ground (Like in the scene, I want them to cast shadows.).

    This is just an empty scene, default lighting setup, so you see the URP-Lit shader object cast shadows, but my object with RealToon won't. I also posted my config. Can you tell me what I did wrong? I read the manual, but can't figure out why.

    Thanks
     

    Attached Files:

  49. p_hergott

    p_hergott

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    Yup, Think the ...size just seemed overwhelming, to give support to all the renderers. Once that part is filtered out and you get going, its so far very straightforward and easy to use and looks great
     
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  50. MJQStudioWorks

    MJQStudioWorks

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    Hi, j3lackfire
    What URP version are you using?
    All of your settings and configuration are correct and no problem.

    Can you try to adjust the "Reduce Shadow (Spot & Directional Light)" to 0.
    Reduce Shadow option will reduce the object RealTime self shadow.


     
    j3lackfire likes this.