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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, thanks for the update and info.
    I sent you a message here for a long conversation support.
    check your inbox here.

    (Additional Message)
    I tried it again with the importer and still no errors.


     
    Last edited: Jan 3, 2022
  2. Distant_Sky

    Distant_Sky

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    I just purchased RealToon and I am running Unity 2022.1.0b.2472* HDRP
    A fresh scene, RealToon package is installed.

    I would like to use this asset however whenever I try to Swap Shader to RealToon
    It reads "No RealToon Built-in/URP/HDRP Shader in your Project"



    I'm stuck with no idea how to proceed. Please help.

    Thank you
     
  3. MJQStudioWorks

    MJQStudioWorks

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    Hi Distant_Sky,
    Thank you for purchasing and using RealToon. :)

    Before you can use the tool, you need to unpack a realtoon shader package that correspond to your rendering pipeline and its version.

    Check the "RealToon Shader Package" folder.
    Since you are using HDRP and Unity 2022 Beta version.
    I recommend you to unpack the "RealToon (HDRP 12 to Later) package.

     
  4. Distant_Sky

    Distant_Sky

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    I'm gonna sound like a noob but, how do I do that? I've installed the package through the Package Manager. Where do I find the shader package?
     
  5. Distant_Sky

    Distant_Sky

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    Thanks, I figured it out. I'm still getting the hang of Unity. I'm a heavy Max and Maya User.
     
    MJQStudioWorks likes this.
  6. MJQStudioWorks

    MJQStudioWorks

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    No problem :)
    I recommend you to check out the included user guide, the file name is User Guide.pdf in the folder RealToon.

    For video tutorials, just click the Video Tutorials at the bottom of the RealToon Inspector window.

     
  7. Super_Stars

    Super_Stars

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    Hi, I used vroid to create a vrm model and converted the material to HDRP RealToon shader
    I found the there was a error when I use alpha clip in RealToon.
    The first picture is using Transparent feature. And second picture is using Cutout feature.

    upload_2022-1-6_19-27-13.png upload_2022-1-6_19-33-30.png
     
    Last edited: Jan 6, 2022
  8. MJQStudioWorks

    MJQStudioWorks

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    Hi Super_Stars, thank you for using realtoon. :)

    Did you use the shader swapper tool?
    If you did, after you swap i recommend you to click the Refresh Settings on the very bottom of the realtoon inspector.

    I do recommend you to use the included shader swapper tool.

     
  9. Super_Stars

    Super_Stars

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    Yes, I tried shader swapper tool too, but the problem is not sloved.

    This is Unlit shader with alpha clipping
    upload_2022-1-7_10-45-25.png

    This is shader swapper tool result.
    I used that import -> swapper -> refresh settings -> check transparent mode -> refresh settings.
    The shorts discard because there was a transparent clothes on the shorts.
    upload_2022-1-7_10-49-17.png

     
  10. MJQStudioWorks

    MJQStudioWorks

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    Thank you for the update,
    This might be the cause of the Cutout.
    Try to adjust the Cutout Slider, maybe the value is too high, it might cause to discard too much pixel of the short texture.

     
  11. Super_Stars

    Super_Stars

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    Picture 2 is transparency feature, and cutout feature is picture 2 in first post.
    I found the problem with cutout feature.
    It disappeared when I use fog volume in HDRP.
    It run well now without the volume.
    Thank you very much.

     
    MJQStudioWorks likes this.
  12. Framehacker

    Framehacker

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    Jan 30, 2020
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    Hello

    Can i may suggest to include an advanced dye system, controlled by a color id map in the future? That would be super useful.
     
  13. MJQStudioWorks

    MJQStudioWorks

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    Hi Framehacker,
    What do you mean advanced dye system?
    Can change a color of a specific area based on the map/texture map?

     
  14. Framehacker

    Framehacker

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    Yes a Color id map contains a mask in each rgb channel, so you can pass 3 independent colors to dye different parts of a texture.

    a color id map looks like this

    colorid_example.jpg

    Here is my attempt to implement it with Amplify shader editor

    Where the dye process happens. In this example i used yellow as 2nd color (g channel) and left the other white.
    colormap_colormap.png

    Here i apply the colors to the main text. however to make it work i had to convert the texture to a grayscale. Usually games using this Technic seams to not requiring this.
    colormap_tex.png

    In my example i used the alpha from the color input field for intensity. Maybe it would be better to use the alpha to decide if the part get color at all, like Alpha 0 = just use the texture for this part, and alpha 1 = 100% color usage for that part. Brightness / intensity could then be handled by the alpha channel of the color id map.
    colormap_emission.png
     
    Last edited: Jan 10, 2022
    MJQStudioWorks likes this.
  15. MJQStudioWorks

    MJQStudioWorks

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    Thanks for sharing about it and the infos
    Maybe i'll consider to add that soon on the major release/future update release.
    I'm still finding some ways to add another texture slot without reaching the maximum limit of the texture samples and slots.

     
    Framehacker likes this.
  16. Acissathar

    Acissathar

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    @MJQStudioWorks Does RealToon not work with URP 12 Deferred, or am I just missing something? I tried searching the manual but didn't find anything.

    Forward:
    upload_2022-1-10_11-46-16.png

    Deferred:
    upload_2022-1-10_11-46-28.png
     
  17. MJQStudioWorks

    MJQStudioWorks

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    Hi Acissathar,
    Currently it does not yet work on URP deferred.
    I'm still finding some ways to make it work on deferred.

    Currently only RealToon HDRP works on both deferred and forward.

     
    Last edited: Jan 10, 2022
    Acissathar likes this.
  18. Acissathar

    Acissathar

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    No worries, just wanted to double check. Thank you!
     
    MJQStudioWorks likes this.
  19. bc25252

    bc25252

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    Would it be possible in a future update to add support for Atmospheric height fog? Currently, the outline gets butchered by the fog.
     
  20. MJQStudioWorks

    MJQStudioWorks

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    Hi bc25252,
    On HDRP? or URP?

     
  21. bc25252

    bc25252

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    URP
     
  22. CRISTALSONIC

    CRISTALSONIC

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    ScreenShot_20220114114443.png ScreenShot_20220115212707.png hello its been awhile,
    I was using real toon with HDRP but that is proving to be a pain due to limiting what I can do with lighting and such. so I switched to URP.
    any thoughts on how to smooth out the shadows and fix the hair being too transparent ?
    the first pic is in HDRP
     
  23. CRISTALSONIC

    CRISTALSONIC

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    what is shadow a view direction for?

    is that only rendering shadows were you are looking?
     
  24. CRISTALSONIC

    CRISTALSONIC

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    ScreenShot_20220115225756.png sorry forgot to put the example of the transparency problem
     
  25. MJQStudioWorks

    MJQStudioWorks

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    Hi CRISTALSONIC,
    *There is a new update, RealToon Patch #4 for 5.0.8.
    There is a new option that will let you maintain that brightness of the main color, it is "Main Color Power".
    It will let you also use white color without overexpose.
    I noticed that the first pic, if your character uses texture, change the main color to white if you updated your realtoon to 5.0.8p4

    *Is your character uses normal map? because the shade has that noisy artifact edge.
    be sure the normal map is not too compressed.
    to make it high quality, just click the normal map on your project file then go to inspector > compressed then change it to High Quality.

    *About the hair transparent, just adjust the "Transparent - Threshold" option.

    *View direction means your view direction,
    The shade will follow your view instead of the light.

    *Don't use Cutout feature if you want smooth/fade transparent.

     
  26. MJQStudioWorks

    MJQStudioWorks

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    Hi, sorry for the late reply,
    Thank you for the info.

    Are you using an asset store or 3rd party volumetric fog?

     
  27. StriderRouga

    StriderRouga

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    Hey there!


    I’m trying to have a directional light cast light on only my character not the environment by setting the culling mask on the light to just my character’s layer but the directional light still lights up environment. Is there something I can change to get this to work? I use the RealToon shader for both my character and the environment assets. I’m using URP aswell.
     
  28. MJQStudioWorks

    MJQStudioWorks

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    Hi, use light layer,
    but this is available on urp v12 to later version.

    https://docs.unity3d.com/Packages/c...versal@12.0/manual/lighting/light-layers.html

    *Light Layering on URP/HDRP is different from Built-In.

     
    StriderRouga likes this.
  29. StriderRouga

    StriderRouga

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    MJQStudioWorks likes this.
  30. Bc15bee

    Bc15bee

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    I use atmospheric height fog and due to how realtoon works, the outline gets absorbed by the fog. If I mess with the render queues, I can get a small fix. But the characters wont show up smoothly in the fog. Rather they will fully ignore the fog or snap their colors based on the distance (rather than the fog distance being smooth on them).
     
  31. Chertoriiskii

    Chertoriiskii

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    I have a similar problem(((How to solve?
     
  32. Chertoriiskii

    Chertoriiskii

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    I am using URP. Unity version 2021.2
     

    Attached Files:

  33. MJQStudioWorks

    MJQStudioWorks

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    Hi vovka_6666,
    Take note that the shade is cel/flat.
    I recommend you to increase the "Selfshadow - Threshold".
    To make it soft, just adjust the "SelfShadow - Hardness" then change the "Selfshadow - Threshold" to 1.

     
    Last edited: Jan 28, 2022
  34. MJQStudioWorks

    MJQStudioWorks

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    Hi Bc15bee,
    Thank you for the update.
    is it possible you send a screenshot?

     
  35. StriderRouga

    StriderRouga

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    I spoke a bit too soon. I get the directional light to affect my character but it doesn't cast a shadow onto the environment from the character. my scene is a completely enclosed interior scene. I tried putting the floor and walls onto a different light layer and setting the shadow layers of the directional light to those layers but still no shadow.
     
  36. MJQStudioWorks

    MJQStudioWorks

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    Hi, i tried the shadow layer here and it seem there's a problem on the URP side, even if you put the shadow onto the different layer it does not show shadow.
    This should be reported to unity.

    *I tried the culling mask and it works fine.

    *Take note, that only 1 directional light can cast shadow, this is true to all.

     
    Last edited: Jan 25, 2022
  37. CRISTALSONIC

    CRISTALSONIC

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  38. Razputin

    Razputin

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    Hi, I noticed when making the switch to URP that my character no longer casts a shadow while using a Directional light + RealToon. Do you know why this might be happening? I confirmed they cast a shadow while using a default URP lit texture.

    Thanks!
     
  39. CRISTALSONIC

    CRISTALSONIC

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    check you pipeline asset first thing, you will want to play with the shadow quality settings as the default might suck,
    It did for me when I switched lol.

    but yeah my character had her shadow but her hair did not, for that it is in the shader settings you will have a cast shadow check box near the bottom

    I do not have unity open for a screen shot
     
  40. MJQStudioWorks

    MJQStudioWorks

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    Hi Razputin,
    After you switch to URP and to RealToon URP,
    Click the "Refresh Settings" at the very bottom of the inspector so that it will apply the settings properly.
    be sure the "Reduce Shadow" is in the right value.

     
  41. MJQStudioWorks

    MJQStudioWorks

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    Hi CRISTALSONIC,
    did you try to change the render queue 3000 to up?
    you can do the "dithered cutout pattern" by using the Cutout feature.
    you need to apply a dithered pattern to the Secondary Cutout.

     
  42. bc25252

    bc25252

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  43. CRISTALSONIC

    CRISTALSONIC

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    did you try to change the render queue 3000 to up?
    no but i will
    you need to apply a dithered pattern to the Secondary Cutout.
    would that be a black/ wright opacity map?

    thanks I will try once I get home
     
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  44. MJQStudioWorks

    MJQStudioWorks

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    Thank for sending a screenshot,

    Yep that problem,
    Take note that the outline on the shader is custom pass and culled front.
    This is a similar problem on HDRP.
    Currently there is no way yet to mask out the volumetric fog, I hope soon unity will add a function for it.

    For now, i recommend you to use the unity built-in fog.
    If you still want to use volumetric fog, use a 3rd party Script Based Outline or a Post Processing Outline.
    RealToon has a post processing outline for URP and HDRP named "DeNorSob", see the included documentation/user guide.

     
  45. MJQStudioWorks

    MJQStudioWorks

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    Yes, that will be a black & white dither/noise map.

     
  46. Razputin

    Razputin

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    Thank you, adjusting the Reduce Shadow setting resolved this for me.
     
    MJQStudioWorks likes this.
  47. CRISTALSONIC

    CRISTALSONIC

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    thanks
     
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  48. veselekov

    veselekov

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    Hi,

    I upgraded from 5.0.5 to 5.0.8 (using Unity 2019.4.26f1) and noticed that the default shaders are much darker than before. Do you know how I might be able to address this? Is there something I can modify in the shader to revert back to the 5.0.5 shade?

    https://imgur.com/a/OYD9kby
     
  49. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    What rendering pipeline is your project?
    Built-In? URP? or HDRP?

     
  50. veselekov

    veselekov

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    I am not sure how to check. But I think I am just using built in. I have seen my shaders render as a light blue when shaders compile


    Edit: I am using Built In.
     
    Last edited: Feb 1, 2022