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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. WaffleTheDoggle

    WaffleTheDoggle

    Joined:
    Oct 19, 2021
    Posts:
    2
    Yes, I did mean to use vertex colours as the normals for the outline. Sorry to hear that it's implementation hasn't been going smoothly. When you asked if I had any information about it, did you mean on how to implement the feature?

    If so there are a couple of methods I've found which detail how to use vertex normals in this way. This video I'm pretty sure uses vertex colours to generate normal outlines:
    - But most of it goes completely over my head unfortunately.

    Otherwise most of the people I've found that say they use the technique, don't really explain *how* they use it - which is unfortunate considering I feel this is something a lot of people can make use of.

    In any case thank you for replying so quickly! If you decide to try and reimplement this feature I wish you the best of luck.
     
    MJQStudioWorks likes this.
  2. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Yes how to implement it properly.
    My implementation last time almost perfect but the problem is the animation is not deforming the outlines properly so i decided to remove it and add it in the future of i got it right.

    Thanks for sharing this video :), i'll look into this and see what i can do.

    No problem and thank you :)

     
    WaffleTheDoggle likes this.
  3. seboverflow

    seboverflow

    Joined:
    Feb 13, 2016
    Posts:
    2
    Hi there. Is there any update on support for single pass rendering? This shader is amazing and we would love to use it in our VR game, but multi-view rendering doubles the number of draw calls. This makes it difficult to hit the performance benchmarks for standalone VR headsets like the Quest 2 which make up most of the market.
     
  4. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi, single pass rendering is already supported.
    What rendering pipeline is your project?
    Built-In? URP? or HDRP?

     
  5. mr_president

    mr_president

    Joined:
    Jun 28, 2015
    Posts:
    10
    I'm getting the same issue here, 2020.3.36f1, URP 10.9.0. All object outlines go through the terrain.

    When I disable the Depth Normals Feature the outline no longer goes through terrain, but obviously that feature is necessary.
     
  6. GriffinflyStudios

    GriffinflyStudios

    Joined:
    Oct 21, 2021
    Posts:
    5
    Hello,

    I'm getting an issue where the culling mask on the directional light affects all objects with the Realtoon URP shader. I have a second scene that loads additively with a directional light and culling mask that affects the objects I want. Both lights (from main scene and additive scene) will always affect the object unless I set the culling mask to "Nothing" on one of the directional lights. Even setting the culling mask to "Water" or "Ignore UI" will make it affect the objects.

    I'm using Unity URP 10.11 and 2020.3.38f1.

    Would you be able to assist me on this issue? Thank you!
     
  7. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi GriffinflyStudios, sorry for the late reply.
    Thank you for using RealToon.:)

    Is it possible for you to send a video?
    So that i can see the problem and help you about it.

    Send it by email or message here.

     
  8. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi mr_president, sorry for the late reply.
    About this problem,
    I'm still working on this,
    I need to change/fix something on the
    Depth Normals Feature code.
    Unity sometimes change something on their updates.

     
  9. gabe2o2

    gabe2o2

    Joined:
    Jul 21, 2019
    Posts:
    4
    Hi there. I think the asset is absolutely great, but I am running into some trouble with it on HDRP. I am using Unity 2021.3.12f1 and HDRP 12.1.7. I understand the material is in Beta, but the problem I am seeing is that on certain models, I get this weird look that I'm not even sure how to describe. I'm not too sure what is causing this, and the demo scene provided in RealToon looks great, so I am unsure as to what I'm doing wrong. This happened to me with Unity-chan's hair and clothes, and with the model shown in the image. Pretty much everywhere else on the same models look good. Any help would be greatly appreciated
     

    Attached Files:

  10. frankkubrick3

    frankkubrick3

    Joined:
    Sep 20, 2020
    Posts:
    3
    Hey really like the asset, however i have an error that i dont know how to fix, any ideas?

    Assets\RealToon\RealToon Shaders\Effects\DeNorSob Outline\DepthNormalsFeature.cs(59,21): warning CS0618: 'CameraData.isStereoEnabled' is obsolete: 'Please use xr.enabled instead.'
     
  11. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi, frankkubrick3
    Thank you for using realtoon shader:)
    That error is on the
    "DepthNormalsFeature.cs"
    This error is just a warning will not currently cause any problem.
    This will get remove soon on the next patch or next version RealToon 5.0.9

    May i know what URP version is your project?

     
  12. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi, gabe2o2
    Thank you for using RealToon :)

    About the problem, is this only visible on the Game window? Or only in Scene window?

    This might be the Contact Shadow problem.
    Try to click "Refresh Setting" on the realtoon Inspector at the very bottom and be sure the "Disable Contact Shadow" is enabled.

     
  13. gabe2o2

    gabe2o2

    Joined:
    Jul 21, 2019
    Posts:
    4
    This problem occurs in both the Game Window and the Scene window. They appear as the camera moves, and many more show up when the camera gets closer to the model. Unfortunately disabling Contact Shadow and clicking on the Refresh Settings did not fix my problem. I did not see Disable Contact Shadow, but Hide Contact Shadow is indeed checked. I tried things out in URP and things work great and exactly as expected. This is not a huge deal for me as I don't mind working in URP, but it would've been nice to play with things in HDRP.

     
  14. frankkubrick3

    frankkubrick3

    Joined:
    Sep 20, 2020
    Posts:
    3
    Well that's good to hear! I thought i might have done something wrong haha.

    I'm using URP version 12.1.7 on Unity 2021.3.11
     
  15. Game-Whiz

    Game-Whiz

    Joined:
    Nov 10, 2011
    Posts:
    119
    Hi there, was this package tested on macOS. The shader is failing to compile...

    Thanks.
     
  16. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi, my i know what rendering pipleline is your project?
    Built-In? URP? or HDRP.

    What graphics API are your project using?
    Apple Metal?

     
  17. Game-Whiz

    Game-Whiz

    Joined:
    Nov 10, 2011
    Posts:
    119
    Yes, Metal.
     
  18. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi sorry for the late reply,
    Yes RealToon has been tested on MacOS it also used by other RealToon users that uses Apple/Mac and Iphones especially years ago and it works fine.
    Take note for now it is 80% working properly on Apple Metal, I still need to more time on making it 100% error free on Apple Metal.
    For now you can try other Graphics API that apple supports if there are any.

    I can only get tested it by other RealToon users that uses Apple Metal.

     
  19. Game-Whiz

    Game-Whiz

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    Nov 10, 2011
    Posts:
    119
    Using other APIs isn't possible, since I want to use this on iOS. Currently the shader doesn't even compile.
     
  20. Game-Whiz

    Game-Whiz

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    Nov 10, 2011
    Posts:
    119
    I'm using URP btw.
     
  21. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi sorry for the late reply,
    it means currently on iOS can't use other graphics API, and it is only limited to Apple Metal.
    I will find some ways to fix the Apple Metal problem.
    Is it possible for you to send the Compile Errors by message here or email?
    I'll check if it is the same as the other Apple Metal users errors.
    I'm still thinking if it is the variable type or others or maybe Apple Metal currently don't support fixed/half type.


     
  22. tabtaste1990

    tabtaste1990

    Joined:
    Mar 29, 2022
    Posts:
    4
    can i use this tool with 2d sprites?
     
  23. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
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    For 2D sprite it needs some test yet,
    If you have the shader you can test it. :)

     
  24. tabtaste1990

    tabtaste1990

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    Mar 29, 2022
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    what shader?
     
  25. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
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    Hi sorry for the late reply,
    You don't have the RealToon shader yet?

     
  26. tabtaste1990

    tabtaste1990

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    Mar 29, 2022
    Posts:
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    yes i have the shader and wont to add it to some 2d Sprites for shading
     
  27. TonismoGames

    TonismoGames

    Joined:
    Jun 12, 2018
    Posts:
    96
    Hello @MJQStudioWorks !
    Great asset btw. I want to squeeze more performance out of my game using vertex lit. Will your asset support it in the future?
     
  28. Bosconian

    Bosconian

    Joined:
    Jul 8, 2018
    Posts:
    1
    Has path tracing been implemented?
     
  29. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
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    Hi sorry for the super late reply.
    You can try it just assign on the sprite material.

     
  30. MJQStudioWorks

    MJQStudioWorks

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    Oct 12, 2012
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    Hi sorry for the late reply.
    Thank you :)
    About the vertex lit support, it is not really priority because of the low quality look of the light but i can consider it to add it soon for game purpose use :)

     
  31. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
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  32. mr_president

    mr_president

    Joined:
    Jun 28, 2015
    Posts:
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    Is there any update on this yet?

    I've also found another issue with the Depth Normals Feature, if shaders are using some form of alpha cutout it outlines the entire quad instead of just the cutout area. I've tried 3 different leaf shaders, including default URP speedtree 7-8 that come with Unity and this happens with all of them.

    I was able to partially get around this by modifying the feature's m_FilteringSettings.layerMask to exclude the tree layer, but it's far from an ideal solution.



    Still using 2020.3, URP 10.9.
     
  33. TonismoGames

    TonismoGames

    Joined:
    Jun 12, 2018
    Posts:
    96
    @MJQStudioWorks
    I am having issues with trying to use Unlit feature on default/lite feature
    upload_2022-12-1_18-26-43.png
    Real time lighting still having effects on my character
    upload_2022-12-1_18-29-24.png
    Low intensity realtime lighting
    upload_2022-12-1_18-30-46.png
    My current lighting settings for the skin material
    upload_2022-12-1_18-32-14.png
    Here is using Unit/TransparentCuout
    upload_2022-12-1_18-33-18.png
    The lighting is more consistent
    Is there any quick way for me to disable realtime lighting in Real Toon?
     
  34. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi, sorry for the late reply and thank you for using RealToon
    About the RealToon - Built-In unlit shader,
    Currently you can Unlit by moving the SelfLit slider to intensity 1, the realtime light will not be visible.
    Be sure the main color is in default color if you are using the Main Texture as your objects color.

     
    TonismoGames likes this.
  35. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    588
    Hi, the normals on the DeNorSob Outline can't currently be cutout that's why the Outline shape is still visible.
    Try using the Sobel Outline or Depth Outline make the Normal 0.

    DeNorSob Outline currently in improving stage, no date yet when the improvement be implemented to the next patch or update.

     
  36. Sir_patrickl

    Sir_patrickl

    Joined:
    Jun 24, 2013
    Posts:
    29
    Hi, Is there any way to have shadows and light falloff for baked lighting look closer to how it does with real time lighting? I am trying to limit the number of real time lights but I can't get anything close when using baked lights. I've attached a side by side sample where I have changed one of the two lights (blue one behind the bar area) to baked.

    I've tried various options but without any luck. I realize this might be a Unity lightmapping issue but thought it was worth checking. I'm using URP and I've attached a sample of the relevant shader options.

    Thanks
     

    Attached Files: