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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

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    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

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    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

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    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

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    Hi, single pass rendering is already supported.
    What rendering pipeline is your project?
    Built-In? URP? or HDRP?

     
  5. mr_president

    mr_president

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    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

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    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

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    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

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    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. Absurd-Studios

    Absurd-Studios

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    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

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    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

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    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

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    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. Absurd-Studios

    Absurd-Studios

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    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

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    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

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    Hi there, was this package tested on macOS. The shader is failing to compile...

    Thanks.
     
  16. MJQStudioWorks

    MJQStudioWorks

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    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

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    Yes, Metal.
     
  18. MJQStudioWorks

    MJQStudioWorks

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    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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    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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    I'm using URP btw.
     
  21. MJQStudioWorks

    MJQStudioWorks

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    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

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    can i use this tool with 2d sprites?
     
  23. MJQStudioWorks

    MJQStudioWorks

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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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    what shader?
     
  25. MJQStudioWorks

    MJQStudioWorks

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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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    yes i have the shader and wont to add it to some 2d Sprites for shading
     
  27. TonismoGames

    TonismoGames

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    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

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    Has path tracing been implemented?
     
  29. MJQStudioWorks

    MJQStudioWorks

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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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    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

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  32. mr_president

    mr_president

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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

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    @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

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    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

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    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

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    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:

  37. seoyeon222222

    seoyeon222222

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    I have the same question as this questioner
    Is there any information that changed after 2 years?
    Is there a way to use ShaderGraph with RealToon?

    "you need to change the blending of your shader graph shader."
    Can I ask you to explain about blending in detail?



     
  38. MJQStudioWorks

    MJQStudioWorks

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    Hi Sir_patrickl, Sorry for the late reply,
    About the baked lighting,
    It will not baked the Toon style lighting, it will baked based on how unity baked the lights.



     
  39. Sir_patrickl

    Sir_patrickl

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    Ok, thanks. I suspected that might be the case.

    Does RealToon support or plan to support the 2022.2 Forward+ renderer? If it does than that might be a better option for my use case as it supports more real time lights.
     
  40. MJQStudioWorks

    MJQStudioWorks

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    Hi, forward plus is already supported,
    But the current patch 6 has some errors because it is still based on the unity beta version.
    I'll release a new patch 7 that will fix the errors this month december.

    For notifications and updates follow my twitter and other SNS and media sitess

     
    Sir_patrickl likes this.
  41. SOL3BREAKER

    SOL3BREAKER

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    I wonder when it would support urp12 deferred
     
  42. MJQStudioWorks

    MJQStudioWorks

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    Hi wechat_os_Qy09VpiDaSiV8EETWQqNeGZuk,
    about deferred for RealToon URP, I'm still doing some experimental about it.

     
  43. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, The (5.0.8p7) patch #7 for RealToon 5.0.8 is now available,
    See image/picture below for more info.

    RealToon V5.0.8 (Patch #7).png
     
  44. seoyeon222222

    seoyeon222222

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  45. MJQStudioWorks

    MJQStudioWorks

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    Hi sorry about that, i do missed it.

    About your question,
    it is not possible to use RealToon on Shader Graph.
    If you want to use it together,
    You might need to do a 2 materials trick blending.

     
  46. seoyeon222222

    seoyeon222222

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    "You might need to do a 2 materials trick blending."
    Can I ask you to explain a little bit about this?
    I'd appreciate it if you could let me know any keywords that could be helpful.

    It was possible to add a material and use two materials.
    But I'm not sure about blending them properly and making them work well.

    For example
    There is a custom dissolve shader made by shader graph.
    Even if i add a dissolve material to a character to which RealToon is applied, it does not work as intended.

    Of course, I know that i can use a cutout to implement dissolve in RealToon.
    But I want to know if I can solve this problem according to the special effects or the requirements
    I want to use with other shader materials.

    Is this an unusual way?





     
  47. GriffinflyStudios

    GriffinflyStudios

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    Hi, I have an issue with selecting really thin objects in the scene view. It just wont select no matter where I click.

    Repro: Add a plane into the scene. Add a Realtoon shader mat onto it. Try to select plane in scene view.
    Desired outcome: select the object and have it show up in inspector and show selection outline in scene view.

    This problem only occurs on flat, thin objects.
    You can select the object's backface actually but not its front face.

    Edit: Unity v 2020.3.38f1, URP 10.10
     
    Last edited: Dec 15, 2022
  48. mr_president

    mr_president

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    Might have some useful info on debugging this, I don't think it's the fact that it's a terrain, it's that terrains are open meshes.

    After a bunch of testing any geometry that is not enclosed, like a quad for example, at any distance, opaque or transparent, and with any material (including RealToon) will have the depth normals lines render through/on top of it.

    But if I just take a simple enclosed mesh like a cube and throw any material that renders depth on it at all it will always block properly.
     
  49. Roritamashi

    Roritamashi

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    Hello i have a problem with the shader,
    the materials never render since Unity 2019, the De Nor Sob Outline always makes the camera weird render issues
    i have Unity 2022.2.0f1 imagen_2022-12-16_101417724.png imagen_2022-12-16_101545777.png
     
  50. Marchristobell

    Marchristobell

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    Feb 13, 2016
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    Can I please put in another vote for Deferred support? There isn't a good Toon Shader out there that supports deferred pipeline.