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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, cleverson_unity,

    RealToon can run smoothly in a high-end modern devices and beyond for the meantime, because RealToon aims for that high quality anime/toon look but don't worry i'm planning to make a "mobile optimized for low-end, mid-range or older devices" as you can see on the "[Soon/Planned for RealToon Shader]" above.

    But for now you can try to tweak some settings like the resolution of the game or app, try lower resolution like 720p or somewhat closer to that.
    Try to use No Outline if your object don't need outline.
    Try to tweak your real-time shadows quality ,*If there is a real-time shadow enabled in your game.*
    Try to less/few materials.

    I'm sure you already knew these.

     
  2. MJQStudioWorks

    MJQStudioWorks

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    HI BlankMauser,

    It does support transparency,
    Here's an example using RealToon Fade Transparency and Refraction:




     
  3. awesomedata

    awesomedata

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    Unrelated to realtoon, but where do you find/get your anime base-bodies from? -- I can't seem to find a good source of 3d anime-related base meshes (that legitimately look anime like yours.) I've found plenty of really weird-looking (alien-looking) "anime" models, but nothing that actually looks anime.
     
  4. MJQStudioWorks

    MJQStudioWorks

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    Hi awesomedata,

    I just search it on the web, finding these kind of models especially free high-quality takes a-lot of effort or time.
    Some of the models you can find are from a Japanese websites some are limited uses and where to post your works using the models.
    Some are need to ask permissions to be able to use it.

     
  5. awesomedata

    awesomedata

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    Yep, sadly, my Japanese is a little rusty in the reading department, lol

    Any particular sites you suggest?

    I've spent some days/weeks searching and to no avail. Nothing really pops up with what I'm looking for.
     
  6. MJQStudioWorks

    MJQStudioWorks

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    My suggestion hmmm, sketchfab i think, there's some models there but some can't be downloaded and need to ask the creator if they let you use it or test for some agreement.
    it depends.

    Just try and try to search until you get something.
    I only use these models for test/experimenting and demo purpose only.

     
  7. awesomedata

    awesomedata

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    Yep, sketchfab does have some nice models.

    Thanks for the suggestion. I was mainly looking for some decent head and body shapes to work from while sculpting, but I think I can deal with the stuff from sketchfab. All I need are reference parts anyway, so thanks for the heads-up. :)
     
    MJQStudioWorks likes this.
  8. Allele

    Allele

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    Hi,

    Is there anyway to use the outline with transparency?
    Also, what is the difference between the default and cutout versions of the outline?

    Thanks!
     
  9. MJQStudioWorks

    MJQStudioWorks

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    hi Allele,

    The difference between default and cutout:
    Cutout have cutout feature while default don't.

    As of now you can use outline with transparency by using an outline image effects/post processing effects with mask feature.

     
  10. awesomedata

    awesomedata

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    Hi again, @MJQStudioWork!

    I found an interesting video describing, essentially, a post-processing effect that I thought would be great to add to RealToon if you wouldn't mind:



    I have been looking into some stuff regarding toon outlines for quite some time, and I was wondering if something akin to the technique described above could be added to RealToon in order to avoid some of the outline artifacts I've been seeing.

    This would probably be best added to draw outlines on multiple characters at once (rather than one at a time, as shown in the video) to maintain speed, but RealToon is pretty great otherwise, and the only thing that I've found that can kill it is the outline -- especially for low-poly characters.

    I'm pretty sure the FX should go on a camera, rather than a model, so I doubt it would add much complexity to the existing shader. However, clearly it could be made more efficient than the way the video describes, so I was wondering if you'd be able to make a better (more-performant) version that fits in with RealToon?
     
  11. MJQStudioWorks

    MJQStudioWorks

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    Hi awesomedata,
    RealToon already have an post-processing effect Outline, its a sobel outline.

     
  12. awesomedata

    awesomedata

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    Is that a clean, even, outline that wraps all the way around the character silhouette that takes into account multiple characters simultanously? -- I noticed there are some artifacts at different angles with the sobel outline in certain (odd) spots.

    I was suggesting an outline that works across multiple characters simultaneously. For example, rendering them all simultaneously to a flat plane and then outlining that image (rather than outlining the individual characters themselves). Seems like it would work great for performance, especially if you could pass a grayscale value to determine the specific zdepth that the outline is rendered at for each character (via a render texture, for example).
     
  13. MJQStudioWorks

    MJQStudioWorks

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    Hi awesomedata,

    It affects all but there's an exclude layers options, as of now that's the only type of outline fx i can make/include.
    About your suggestion, i saw something like that mostly using render texture, some are using stencil.
    Thank you for sharing and suggestion.

     
  14. Geriko

    Geriko

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    Hi,

    I'll wait for that optimazed mobile version. Your asset is awesome but saddly not for mobile. I have 2 fps on a medium android device. Maybe with optimalization i'll get 5. Or 10.
     
  15. MJQStudioWorks

    MJQStudioWorks

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    Hi,

    I'm sorry to hear that, at the moment you can use realtoon on higher/modern mobile devices.
    Mobile version (for mid/low end devices) might be included in the upcoming update RealToon V5.

    Do you use it as character shader?

     
  16. InGameGames

    InGameGames

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    Does this shader work in VR?
     
  17. MJQStudioWorks

    MJQStudioWorks

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    Hi unity_Zq4w3wG-IGRzdw
    It does work for Computer VR, but for Mobile VR use the upcoming update V5 update instead.

     
  18. InGameGames

    InGameGames

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    I'm running a 1700x, 16GB of DDR4 ram with a 1080ti on a Vive Pro on Windows 10 64bit.

    Rendering @ between 2016x2240 (native resolution) and the default recommended scaled resoluton of 2469x2743 for this HMD.

    I want to apply asset to the Space Combat Kit from the Unity Asset Store, another VR compatible asset.: https://assetstore.unity.com/packages/templates/systems/space-combat-kit-108097

    Hoping to get a result something like this:

     
  19. MJQStudioWorks

    MJQStudioWorks

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    Yep, you can achieve that look/shading using the shader. (Moving objects and characters/ships).

     
  20. InGameGames

    InGameGames

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    When will the v5 update be coming? Do you have a feature list? I saw the youtube video and it looked nice.
     
  21. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    Version 5 update will be release any-day next month, and for v5 feature list, see the very top post. at page 1.

     
  22. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, RealToon V5.0.0 update is now available.
    there will some upcoming tutorials for RealToon V5 in video form.
     
    awesomedata likes this.
  23. Kamil-Sobierajski

    Kamil-Sobierajski

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    Hey.
    I use a Realton/Version 5/Default/Default
    In previous versions, there was an option to set a tone of shadow. You can make them all black or really subtle. And now it is set and I do not know how to modify this.
    Is that option was removed? And if it is, then why?
     
  24. MJQStudioWorks

    MJQStudioWorks

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    Hi Kamil-Sobierajski,
    Do you mean "saturation" ? or "self shadow intensity"?

    If "saturation", i removed it temporarily for test but i'll add it again in the next update 5.0.1.

    if "self shadow intensity", I removed it because you can now disable it, but if you like it or want it i'll add in the next update.

    if none of these, can you specify the name of the option? if you still have the version 4. please take a screenshot of the option/s and send it by email.

    Sorry if there are options removed.

     
  25. Kamil-Sobierajski

    Kamil-Sobierajski

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    I mean the setting, how dark is this cel shadow.
    upload_2018-9-17_22-20-36.png
     

    Attached Files:

  26. awesomedata

    awesomedata

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    Setting the intensity would always be a good option to have. I've found it useful for certain cases.
     
  27. awesomedata

    awesomedata

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    Sorry to butt in -- I think he means providing a screenshot of the slider/value in the shader you're talking about.

    An image really doesn't tell him what value you're tweaking/changing to get the look in the image above.
     
  28. Kamil-Sobierajski

    Kamil-Sobierajski

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    Oh. I found. It was a Self-shadow intensity.
    upload_2018-9-17_22-28-9.png

    Did this disappear or just I can't find this?
     
  29. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    You can adjust the intensity by adjusting the "Overall Shadow Color",
    from the color you choose to white or between.

    Overall Shadow Color.png

     
  30. awesomedata

    awesomedata

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    Does this take into account the alpha too?

    Sometimes I want the shadow color to blend with the base color, and the only way to do this (without requiring more draw calls thanks to more shader color variations) would be to use the alpha channel.
     
  31. Kamil-Sobierajski

    Kamil-Sobierajski

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    Yes, but even if you set Overall shadow Color on black you can make only a grey halftone. You cant make a shadow darker...
    Oh, I found a solution. Accidently.
    If you set Overall shadow Color on White. Then you can set Overall shadow Color for -0.05 or something under 0. And this way you can make darker cel shadows.
     
  32. MJQStudioWorks

    MJQStudioWorks

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    hi Kamil-Sobierajski,
    yep your solution is also good.

    What makes the shadow colors not strong is the "Environmental Lighting" At the "Lighting" panel/window, if you set the "Environmental Lighting > Intensity Multiplier" to zero, the colors are strong and dark.

    I'm still finding a way/solution to make the colors strong while "Environmental Lighting > Intensity Multiplier" is more than 0 or Environmental Lighting > Source > Color" to something light.

     
  33. Kamil-Sobierajski

    Kamil-Sobierajski

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    "Environmental Lighting > Intensity Multiplier" that the reason it works this way.
    Ok. I understand now.
    Thanx for help!

    Also, I really like the module formula for this shader in v5. It is really handy when you can compose the only tool you need.
    Did you consider adding a MatCap option to this pack? It can help make some interesting effects.
     
  34. mangax

    mangax

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    am waiting for low weight render pipeline support, it's okay if doesn't support outline or other limitation with this render pipeline..

    it should be added as soon as possible.. before any other features..
    low weight render pipeline will be the default go to choice for mobile platform development..
    right now whoever in mobile development who adopted LWRP will not be able to use or buy your asset!

    thanks
     
  35. MJQStudioWorks

    MJQStudioWorks

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    Hi mangax,

    I already tested it last time and it works no errors but the additional lights or point & spot light and realtime - shadows don't work or show yet.
    Only directional light is working.

    Unity's new rendering pipeline (LW) is still in preview, i'm still waiting for the final release of it or complete.

     
  36. Geriko

    Geriko

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    Hi MJQStioWorks Memebers!
    I was so excisted when I saw you made a low and shader type for my "middle" mobile devices. ^^ Today I finnaly get time to test it. I test it with 1 Model (near 5-6 shader) and looks/run perfect on my device! If everything will be as cool as now I can't be any grateful enough for your work.

    King Regards!
     
    MJQStudioWorks likes this.
  37. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, here's a RealToon Video Tutorial Playlist.
    Click Here
     
    Kirsche likes this.
  38. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone,
    RealToon v5.0.1 update will be release any-day this month "Nov" or next month "Dec".
     
  39. petermack

    petermack

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    I've purchased your RealToon shader but am having a problem.

    When using Directional Light it all seems to work fine, but when using Point Light, my model is all black, and no matter what I try, I can't get it to light up.

    I'm using v5 Lite Default shader. Do you have any suggestions?
     
  40. MJQStudioWorks

    MJQStudioWorks

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    Hi petermack,
    I replied to your message.

     
  41. CRISTALSONIC

    CRISTALSONIC

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    it is a cool shader that I am loving so far but the Transparency shades are not working I get the fallowing errors

    Shader error in 'RealToon/Version 5/Default/Fade Transparency': output TEXCOORD2 used more than once at line 209 (on d3d11)
    Compiling Vertex program with SHADOWS_DEPTH FOG_EXP2
    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

    Shader error in 'RealToon/Version 5/Default/Fade Transparency': Duplicated input semantics can't change type, size, or layout ('TEXCOORD2'). at line 213 (on d3d11)
    Compiling Fragment program with SHADOWS_DEPTH FOG_EXP2
    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

    would it be possible to add a cut out setting like the unity default shaders have or is that all ready
    there and I have just over looked it
     
  42. MJQStudioWorks

    MJQStudioWorks

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    Hi,

    *What unity version are you using?
    I recommend you to update to RealToon version 5.0.1 if your realtoon current version is 5.0.0.

    *There is a cutout feature, it is available in RealToon => Default.
    Just enable it.



     
    Last edited: Nov 29, 2018
  43. CRISTALSONIC

    CRISTALSONIC

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    never mind I see that every thing I need is in the default settings this is the best shader ever !

    though I did delete a script so that I could play my game
     
  44. MJQStudioWorks

    MJQStudioWorks

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    I'm glad to hear that =), but in-case you want to use the Fade Transparency.
    Here's a fix by edit the shader:

    (For Fade Transparency Default)

    Go to that line 209 and change "float4 posWorld : TEXCOORD2;" to "float4 posWorld : TEXCOORD4;"

    (For Fade Transparency Tessellation)

    Go to that line 229 and change "float3 normalDir : TEXCOORD3;" to "float3 normalDir : TEXCOORD4;"

    This fix will be included in the next update as minor fix.

     
    Last edited: Nov 30, 2018
  45. CRISTALSONIC

    CRISTALSONIC

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    thanks again :) and I just got it so I was on 5.0 lol
     
    MJQStudioWorks likes this.
  46. Caruos

    Caruos

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    Hello,
    I've been quite satisfied with RealToon so far, but I'm considering using both RealToon and ShaderGraph (which uses lightweight render) in my project, and both have BIG compatibility issues. I've installed Unity's ShaderGraph Example Library, no problem at first.

    upload_2018-11-30_23-55-43.png

    But when I import RealToon 5.1.1 (not even applying the shader on any texture, just importing the folder), the entire scene turns pink and i get 78 error messages :
    upload_2018-12-1_0-4-35.png

    I know you're waiting for the finished version of LightWeight renderer, but it still seems weird that RealToon would cause such results just by being imported and not applied. Do you have any idea how to avoid this ?
     
  47. MJQStudioWorks

    MJQStudioWorks

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    Hi, Caruos,

    RealToon is not yet compatible in Lightweight or HD renderer,
    If you import it to a project uses these new rendering pipeline and use it in a object-material
    it will just output pink.
    Even the old unity stardard shader or other shaders made previously will also output pink.

     
    Caruos likes this.
  48. Caruos

    Caruos

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    I see, I guess I'll just keep RealToon for now and practice ShaderGraph on a separate project unitl the compatibility is added.
    Thanks for your answer ;)
     
    MJQStudioWorks likes this.
  49. Makurus

    Makurus

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    Hi,
    Does anyone know if this shader supports homogenous shadows/lights (only one value for being in light or in shadow)? I mean that if there are multiple light sources and the objects receive shadows and also have self-shadowing, lights and shadows don't multiply each other in the intersections.

    thanks :)
     
  50. benswinbanks

    benswinbanks

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    Hello,

    Great shader - one major issue tho.. I wish to be able to use a texture to drive the gloss amount / gloss texture / gloss roughness. Also a metalness variable (with texture input) is greatly needed. At the moment you rewally cant do metal without this.

    Unless I am missing something? Thankyou