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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. CRISTALSONIC

    CRISTALSONIC

    Joined:
    Sep 22, 2016
    Posts:
    136
    what did the material default to ?
    unless the inside of the sockets are white it looks like the eye is there just pure white
     
  2. jsmglorenzo

    jsmglorenzo

    Joined:
    Apr 5, 2019
    Posts:
    1
    I am trying to use this in Unity 2022.3.4f1 with latest version of URP 14+, but I cannot get the shaders to work. After converting a supported URP shader, I get these errors. I've tried re-importing Realtoon, and restarting my session.

    Code (CSharp):
    1. undeclared identifier 'GetMeshRenderingLightLayer'
    2. Compiling Subshader: 0, Pass: Outline, Vertex program with FOG_EXP N_F_O_ON _ADDITIONAL_LIGHTS
    3. Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_SRPDEFAULTUNLIT UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
    4. Disabled keywords: DOTS_INSTANCING_ON FOG_EXP2 FOG_LINEAR INSTANCING_ON N_F_DNO_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING
    Code (CSharp):
    1. undeclared identifier 'GetMeshRenderingLightLayer'
    2. Compiling Subshader: 0, Pass: ForwardLit, Vertex program with <no keywords>
    3. Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
    4. Disabled keywords: DIRLIGHTMAP_COMBINED DOTS_INSTANCING_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING N_F_SON_ON SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
     
  3. Amo-deus

    Amo-deus

    Joined:
    Jul 27, 2015
    Posts:
    21
    Is there a metallic option?? like this type of look? I want to add some shiny metal objects, I'm using HDRP. Also how do I get the "Smooth digital painting style"?
     

    Attached Files:

    Last edited: Aug 15, 2023
  4. Nanita

    Nanita

    Joined:
    Jun 17, 2016
    Posts:
    6
    Hello MJQStudioWorks, you have a very lovely anime shader and I love using it! I've come across a problem, however.

    The video below shows the material's cutout feature getting enabled. Instead of the intended outcome though, there's a weird lighting thing going on.



    Been trying to fix it. I also made a new project with the same Unity version. The shader worked properly on the new project. So there's something in my project that's making the shader bugged. I don't know what it is though.

    Here are additional info about my project:
    • Unity 2022.3.0
    • URP 14.0.7
    • Universal Render Pipeline Asset upload_2023-8-16_11-32-29.png
    • Universal Render Data upload_2023-8-16_11-33-41.png

    Hope you could kindly help me, thank you!
     
  5. Amo-deus

    Amo-deus

    Joined:
    Jul 27, 2015
    Posts:
    21
    I also have this problem, as well as cutout objects shadow flickering.
     
  6. Nanita

    Nanita

    Joined:
    Jun 17, 2016
    Posts:
    6
    I hope our problem has an easy fix
     
  7. Amo-deus

    Amo-deus

    Joined:
    Jul 27, 2015
    Posts:
    21
    I opened and closed Unity and the shadow flickers and odd cutout issues stopped...not sure why.
     
  8. Nanita

    Nanita

    Joined:
    Jun 17, 2016
    Posts:
    6
    That's really good! Mine stayed after trying that and cleanly reimporting Real Toon.
    Today I tried to fiddle with the renderer data, and after disabling Depth Priming Mode, the issue went away!
     
  9. Amo-deus

    Amo-deus

    Joined:
    Jul 27, 2015
    Posts:
    21
    MJQStudioWorks, Are you up for any sugestions?? I would love to see a Vertex animation option for grass and foliage, detail inputs and maybe even a tri-planar option.
     
    Last edited: Aug 27, 2023
    MJQStudioWorks likes this.
  10. Sir_patrickl

    Sir_patrickl

    Joined:
    Jun 24, 2013
    Posts:
    62
    Hi, I recently upgraded from Unity 2021 LTS to 2022 LTS and I'm getting an error with the DeNorSob render feature. I've updated Realtoon package with "RealToon URP (URP 14 and Later)" package and also extracted the "DeNorSob Outline" package.

    Am I missing something?

    Here is the stack trace:


    Code (CSharp):
    1.  
    2. You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.
    3. 0x00007ff6ce71229d (Unity) StackWalker::GetCurrentCallstack
    4. 0x00007ff6ce717249 (Unity) StackWalker::ShowCallstack
    5. 0x00007ff6cf6e33a1 (Unity) GetStacktrace
    6. 0x00007ff6cfda4c02 (Unity) DebugStringToFile
    7. 0x00007ff6cd628736 (Unity) DebugLogHandler_CUSTOM_Internal_Log
    8. 0x00000200a5c2687a (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
    9. 0x00000200a5c266eb (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    10. 0x00000200a5c25b6e (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
    11. 0x0000020195fffdba (Mono JIT Code) UnityEngine.Debug:LogError (object)
    12. 0x0000020195fffa73 (Mono JIT Code) UnityEngine.Rendering.Universal.ScriptableRenderer:get_cameraColorTarget () (at F:/Game Projects/Samurai Beat Em Up/Samurai Beat Em Up/Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:404)
    13. 0x0000020195fff773 (Mono JIT Code) RealToon.Effects.DeNorSobOutline:AddRenderPasses (UnityEngine.Rendering.Universal.ScriptableRenderer,UnityEngine.Rendering.Universal.RenderingData&) (at F:/Game Projects/Samurai Beat Em Up/Samurai Beat Em Up/Assets/RealToon/RealToon Shaders/Effects/DeNorSob Outline/DeNorSobOutline.cs:214)
    14. 0x00000201703d7e24 (Mono JIT Code) UnityEngine.Rendering.Universal.ScriptableRenderer:AddRenderPasses (UnityEngine.Rendering.Universal.RenderingData&) (at F:/Game Projects/Samurai Beat Em Up/Samurai Beat Em Up/Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1368)
    15. 0x000002016f316883 (Mono JIT Code) UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.CameraData&,bool) (at F:/Game Projects/Samurai Beat Em Up/Samurai Beat Em Up/Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:637)
    16. 0x000002016f2f31eb (Mono JIT Code) UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at F:/Game Projects/Samurai Beat Em Up/Samurai Beat Em Up/Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:816)
    17. 0x000002016f2dd53b (Mono JIT Code) UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at F:/Game Projects/Samurai Beat Em Up/Samurai Beat Em Up/Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:362)
    18. 0x000002016f2dba19 (Mono JIT Code) UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    19. 0x00000200a5d6b53b (Mono JIT Code) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
    20. 0x00000200a5d6bab5 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr_object_AtomicSafetyHandle (object,intptr,intptr,intptr)
    21. 0x00007ffbfe15e0d4 (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
    22. 0x00007ffbfe09eb74 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3066)
    23. 0x00007ffbfe09ed0c (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3113)
    24. 0x00007ff6ce629724 (Unity) scripting_method_invoke
    25. 0x00007ff6ce607944 (Unity) ScriptingInvocation::Invoke
    26. 0x00007ff6ce20c72f (Unity) ScriptableRenderContext::ExtractAndExecuteRenderPipeline
    27. 0x00007ff6ce0267d8 (Unity) RenderManager::RenderCamerasWithScriptableRenderLoop
    28. 0x00007ff6ce025d82 (Unity) RenderManager::RenderCameras
    29. 0x00007ff6cf18682d (Unity) RepaintController::RenderPlayModeViewCameras
    30. 0x00007ff6cf61310e (Unity) EditorGUIUtility::RenderPlayModeViewCamerasInternal
    31. 0x00007ff6cdd0b153 (Unity) EditorGUIUtility_CUSTOM_RenderPlayModeViewCamerasInternal_Injected
    32. 0x0000020195fe9667 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal_Injected (UnityEngine.RenderTexture,int,UnityEngine.Vector2&,bool,bool)
    33. 0x0000020195fe94e3 (Mono JIT Code) UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal (UnityEngine.RenderTexture,int,UnityEngine.Vector2,bool,bool)
    34. 0x0000020195fe5f1b (Mono JIT Code) UnityEditor.PlayModeView:RenderView (UnityEngine.Vector2,bool)
    35. 0x00000200a59d2803 (Mono JIT Code) UnityEditor.GameView:OnGUI ()
    36. 0x00000200a59c821a (Mono JIT Code) UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
    37. 0x0000020195fc4e13 (Mono JIT Code) UnityEditor.DockArea:DrawView (UnityEngine.Rect)
    38. 0x0000020195fb43ab (Mono JIT Code) UnityEditor.DockArea:OldOnGUI ()
    39. 0x00000200a5981dc9 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    40. 0x00000200a597e0f3 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    41. 0x0000020195bc4f7b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    42. 0x0000020195bc17e2 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
    43. 0x000002017254e5db (Mono JIT Code) UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
    44. 0x000002017254732b (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChain:Render ()
    45. 0x000001ffc0c0db13 (Mono JIT Code) UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    46. 0x00000200a593a86a (Mono JIT Code) UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
    47. 0x0000020171cc2973 (Mono JIT Code) UnityEngine.UIElements.Panel:UpdateForRepaint ()
    48. 0x0000020171cc0593 (Mono JIT Code) UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    49. 0x00000200a5939369 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    50. 0x00000200a5938ab3 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    51. 0x00000200a5938424 (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    52. 0x00000200a593811b (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    53. 0x00000200a5937be5 (Mono JIT Code) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    54. 0x00000200a5937e26 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
    55. 0x00007ffbfe15e0d4 (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
    56. 0x00007ffbfe09eb74 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3066)
    57. 0x00007ffbfe09ed0c (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3113)
    58. 0x00007ff6ce629724 (Unity) scripting_method_invoke
    59. 0x00007ff6ce607944 (Unity) ScriptingInvocation::Invoke
    60. 0x00007ff6ce602595 (Unity) ScriptingInvocation::Invoke<void>
    61. 0x00007ff6ce75caca (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
    62. 0x00007ff6cf14ebf8 (Unity) GUIView::ProcessRetainedMode
    63. 0x00007ff6cf71635e (Unity) GUIView::OnInputEvent
    64. 0x00007ff6cf14eb43 (Unity) GUIView::ProcessInputEventFromAPI
    65. 0x00007ff6cf14ea18 (Unity) GUIView::ProcessInputEvent
    66. 0x00007ff6cf70f2dc (Unity) GUIView::DoPaint
    67. 0x00007ff6cf71826c (Unity) GUIView::RepaintViews
    68. 0x00007ff6cf26af0e (Unity) PlayerLoopController::InternalUpdateScene
    69. 0x00007ff6cf27784d (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
    70. 0x00007ff6cf275b51 (Unity) Application::TickTimer
    71. 0x00007ff6cf6e9cda (Unity) MainMessageLoop
    72. 0x00007ff6cf6ef540 (Unity) WinMain
    73. 0x00007ff6d0ad8bae (Unity) __scrt_common_main_seh
    74. 0x00007ffc694726ad (KERNEL32) BaseThreadInitThunk
    75. 0x00007ffc6a2eaa68 (ntdll) RtlUserThreadStart
    76.  
    77.  
     
  11. UsefulWeapon

    UsefulWeapon

    Joined:
    Oct 26, 2013
    Posts:
    65
    Is there a way to apply second texture as pattern (like weapon skin) for the shader? I really want to use it on my weapons, but for the weapons i made a custom shader a while back ago with ability to apply second texture with a mask and stuff.
     
  12. maka60566

    maka60566

    Joined:
    Sep 5, 2023
    Posts:
    1
    upload_2023-10-4_18-31-45.png
    @MJQStudioWorks
    hi I'm using Unity 2022.03.04 version and Realtun Shader is using version 5.0.8p7. I added the outline by creating a full screen shader with transparency and cutout function in plane modeling with alpha, and the line is created as shown in the picture.
    Can you make sure the leaves are rendered by alpha clipping from Opacue, not transparent?
     
  13. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi everyone, i didn't get any notifications,
    I saw all the message just now.

    To those who got errors and problems i already started checking it and fixing the errors.
    The fix will be included on the next patch #8.
     
  14. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, The outline will still be visible if the object is transparent.
    I already thought of excluding the transparent, i just need to know what's the unity global keyword shader of the transparent.

     
  15. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, sorry for the late reply,
    As of now there is only one,
    If the patterns are dynamic you can try to use the PTexture/Pattern Texture feature.

     
    UsefulWeapon likes this.
  16. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    The DeNorSob is not currently working on URP 14 and later because of the unity API changes and i'm still fixing it.

     
  17. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, sorry for the late reply.
    I would love to but it takes time for me to implement that and i need to check it if possible to implement it on the current RealToon version.

     
    Amo-deus likes this.
  18. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi sorry for the super late reply,
    To get metallic look you need to enable the Reflection feature then adjust the Metallic slider and you do need to adjust the main color to a dark color by adjusting the Main Color Power.

     
    Amo-deus likes this.
  19. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, Sorry for the super late reply,
    You need to unpack the RealToon URP (URP 14 and Later) Package.

     
  20. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, sorry for the super late reply.
    I already thought and trying to do some experiments if possible to make a Shader Graph version.

     
  21. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi sorry for the super late reply.
    Is your directional light have realtime shadow?
    Take note that realtoon built-in version does not support lightmap baking and currently only RealToon URP supports it.

     
  22. bc25252

    bc25252

    Joined:
    May 28, 2017
    Posts:
    13
    Hello, I tried looking for any update regarding the multiple layer textures feature, but I didn't see any, was that feature implemented or its an abandoned idea?
     
  23. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi everyone,
    RealToon URP, DeNorSob is finally fix from the current error to later version
    and it does not need any separate Depth-Normal Render Feature.|
    It will be available on the upcoming patch #8
    There will be also a new mode for Transparency.
    RealToon HDRP non-raytracing shadow performance will be improved/optimize.
     
  24. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi sorry for the late reply, about the multiple layer texture might not be implemented on the current RealToon version 5
    because of the shader structure.
     
  25. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi everyone good news,
    RealToon on shader graph is possible.
    I already done some experiments and other functions and it works.
    Staytune for more updates, demos and preview about it.
     
    DGordon and adamgolden like this.
  26. bc25252

    bc25252

    Joined:
    May 28, 2017
    Posts:
    13
    Can't wait to add on my own the texture layer on there then.
     
    MJQStudioWorks and DGordon like this.
  27. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi everyone,
    The (5.0.8p8) patch #8 for RealToon 5.0.8 is now available,
    See the image/picture below for more info.

    20231023_203000.jpg
     
    Last edited: Oct 23, 2023
    Amo-deus and adamgolden like this.
  28. UsefulWeapon

    UsefulWeapon

    Joined:
    Oct 26, 2013
    Posts:
    65
    Can this be custom made than? Really want to use it on the weapons, but need the second layer for skins ... :(
     
  29. DGordon

    DGordon

    Joined:
    Dec 8, 2013
    Posts:
    647
    I'm sure plenty of people have better stuff ... but just wanted to say thank you for this :). Screenshot from HDRP, slight quick touch up in Davinci Resolve ...

    My characters (not shown) for anime are done with VRoid Studio. Are there any other recommended ways of creating anime characters? I'm still pretty disappointed in VRoid Studio for (a) the lack of body controls and (b) the lack of better facial controls when exporting the model ... coming from CC4, I really wish there was something that could produce a larger variety of anime characters that could do better emotions.

    Any ideas, or is this the only real software for characters outside of making my own (which I'm not :))?
     

    Attached Files:

  30. DGordon

    DGordon

    Joined:
    Dec 8, 2013
    Posts:
    647
    That's amazing. Probably the biggest thing I could have asked for. I switched over to UE5 for a project, and while I wished RealToon were on there (I even asked you :p), the one thing I loved about the toon shader I had there was it was built with their graph, so I could easily modify it for whatever my project needed. It was really great being able to do that.

    If you give us that here ... oh man, that's incredible. Another thanks :).

    [Edit -- any chance RT could work for Terrains at that point? It's always really bothered me that I either (a) dont use them, or (b) the shading doesn't match up. I dont care about performance since I'm using this for animation.]
     
    MJQStudioWorks likes this.
  31. Jaluno123

    Jaluno123

    Joined:
    Jul 17, 2015
    Posts:
    1
    Shader has some errors in my DOTS project on Compilation target 4.5, both @URP 14 and 15:

    undeclared identifier 'UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO'
    Compiling Subshader: 0, Pass: DepthNormals, Fragment program with DOTS_INSTANCING_ON N_F_TRANSAFFSHA_ON _NORMALMAP
    Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
    Disabled keywords: INSTANCING_ON LOD_FADE_CROSSFADE N_F_CO_ON N_F_NFD_ON N_F_SIMTRANS_ON N_F_TRANS_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON _DETAIL_MULX2 _DETAIL_SCALED _PARALLAXMAP _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _WRITE_RENDERING_LAYERS
    syntax error: unexpected token ','
    Compiling Subshader: 0, Pass: DepthNormals, Fragment program with DOTS_INSTANCING_ON N_F_TRANSAFFSHA_ON _NORMALMAP
    Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
    Disabled keywords: INSTANCING_ON LOD_FADE_CROSSFADE N_F_CO_ON N_F_NFD_ON N_F_SIMTRANS_ON N_F_TRANS_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON _DETAIL_MULX2 _DETAIL_SCALED _PARALLAXMAP _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _WRITE_RENDERING_LAYERS
     
  32. DGordon

    DGordon

    Joined:
    Dec 8, 2013
    Posts:
    647
    Just throwing this out there also since I assume your working on the ShaderGraph stuff still ... it would be amazing if we could use tessellation with this as well. I'm assuming it will work, but if not ... please consider it. Some models look great with realtoon but aren't quite high poly enough to not be noticeably angular ... being able to smooth them out with tessellation and still use RealToon would be great. I'm specifically addressing HDRP for rendering out film (this works great with Deckard Renderer so far).
     
  33. UsefulWeapon

    UsefulWeapon

    Joined:
    Oct 26, 2013
    Posts:
    65
    @MJQStudioWorks

    Kinda URGENT
    After i updated the shader to the latest version i got this error. I dont use RTX, Unity version 2021.3.10f1, HDRP.
    upload_2023-10-27_15-35-29.png
     
  34. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, thank you for reporting this and sorry for the late reply.
    here's how you fix it, edit the shader file RT_HDRP_Core.hlsl then search "INDIRECTDIFFUSEMODE_RAY_RACED"
    Then Replace it to "INDIRECTDIFFUSEMODE_RAYTRACE" and save.

    Note:
    Previously it was "INDIRECTDIFFUSEMODE_RAYTRACE" now unity changed it to "INDIRECTDIFFUSEMODE_RAY_RACED" for some reasons, if you are a HDRP previous version user just change it to the previous "INDIRECTDIFFUSEMODE_RAYTRACE" .
    if you use the closest new HDRP version just leave it to the newer "INDIRECTDIFFUSEMODE_RAY_RACED".

     
    UsefulWeapon likes this.
  35. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, thank you for reporting this,
    i'll look into it.

    Is it possible for you to send a sample project file with DOTS on it? your DOTS version.
    Just for troublesshooting it and fixing it.
    Send it by email if possible in your end.

     
  36. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, thank you.
    Currently I'm still working on it and doing some experiments and trials.
    RealToon (Shader Graph) is possible.
    Even the lighting, it also works with Forward Plus and Deferred Rendering Paths.
    I thought it is not possible but it is.

    Staytuned for more updates about it and video demos.

     
    DGordon likes this.
  37. DGordon

    DGordon

    Joined:
    Dec 8, 2013
    Posts:
    647
    One more request which I think would help a _lot_ of your users and give you a way to gain new ones.

    Can you make an in-depth tutorial(s) showing us how you make your videos look like real anime? What are your workflows, what assets are you using, where do you get them, how do you make your characters, what are the exact shader parameters you are using, how are you lighting the scene, what are you rendering with (ie: recorder settings, Deckard, anything else), etc? It took me a long time to start getting this to look nice, and I'm still not up to what you have posted in terms of making stuff look like real anime. I jumped ship for a while just because I wasn't having much success at first ... after a good amount of experience its getting better so I'm giving it another shot, but I could learn a lot from knowing what you are doing.

    I'm sure theres a lot of people who want to make anime style shows, and if you could break it down and really give us a ladder to climb up using realtoon and learning how you would do this from start to finish (since your examples of HD anime film is basically a metric for what to attempt to hit with this), it would definitely help your users who are already here, and probably convince a bunch more people to jump on the RT ship (even over non Unity stuff).

    This is already pretty great, and I can only imagine what it will be like if we have ShaderGraph able to customize it ... at that point, knowing how someone who really understands it would use it is probably the biggest upgrade it can get for a lot of people.

    [Edit -- the more I think about this, the more I realize its what I probably need the most. If I had to choose, I would prefer you to make an in-depth step-by-step tutorial on how to make high quality anime shows with this and charge money for it ... like a Udemy tutorial on how to make anime ... then to just do something that wont really help so much. You, or whoever makes your videos, has an eye for what works with this, and I'd gladly pay money to learn from that experience if there's no other way to get you to put out teaching materials.]
     
    Last edited: Oct 30, 2023
  38. arimintzu

    arimintzu

    Joined:
    Jan 7, 2019
    Posts:
    7
    How to disable Outline in runtime?

    None of this works..
    Code (CSharp):
    1. foreach (var mat in Materials)
    2.             {
    3.                 if (mat.HasProperty("_N_F_O"))
    4.                 {
    5.                     mat.SetFloat("_N_F_O", obj ? 1 : 0);
    6.                 }
    7.                 if (obj) mat.EnableKeyword("N_F_O_ON");
    8.                 else mat.DisableKeyword("N_F_O_ON");
    9.             }
     
  39. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi,
    Instead of disable the keyword, just disable the outline by the Outline shader tag.

     
  40. arimintzu

    arimintzu

    Joined:
    Jan 7, 2019
    Posts:
    7
    What does that mean?
    I should edit the shader itself or i can use code to modify it?
     
  41. arimintzu

    arimintzu

    Joined:
    Jan 7, 2019
    Posts:
    7
    Anyway, I made the duplicate shader with outline ="remove".
    When I want to disable the outline, I change the shader to the one without outline.
    This works for me for now, but if you have any better solution, please tell me
     
  42. HealthStone

    HealthStone

    Joined:
    Jul 5, 2019
    Posts:
    3
    Hello author
    I found cant batch, so I used the "outline Screen Space" mentioned in your reply, there's no problem with the batch.
    new problems have arisen: outline is ok in scene window, miss in renderTexture.
    Looking forward to your reply, Thank you!
     
  43. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, use this line of code,

    material.SetShaderPassEnabled("SRPDefaultUnlit", true/false);

    **True
    means mean enable while False means disable.
    **This will disable/enable the pass.

     
    arimintzu likes this.
  44. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, may i know what Rendering Pipeline is you project? URP? or HDRP?
    What unity version and SRP version?
    What RealToon version you have?

     
  45. Sir_patrickl

    Sir_patrickl

    Joined:
    Jun 24, 2013
    Posts:
    62
    Hi, I've been doing a lot of level design recently and a big source of frustration when working with Realtoon is that planes (or meshes with backfaces showing) cannot be selected directly from the front faces. You either need to box select or select the backface. I'm dealing with modular sets that are broken into interior/exterior pieces and i'm constantly selecting the wrong meshes and slowing everything down.

    Are you aware of this issue? Is this something that can be fixed? To replicate all you need to do is add a Plane to the scene, add a Realtoon material and the try to select from the front.
     
  46. HealthStone

    HealthStone

    Joined:
    Jul 5, 2019
    Posts:
    3
    Thank you for your reply!
    I use Unity2022.1.24f1, urp13.1.9, RealToon5.0.8p7
    Now I use renderTexture and RawImage show My BattleScene, outline is correct display in Scene Window, but is flicker in Game Window. I also noticed that the outline has some delay for the moving model.
    I don't quite understand “materials.SetShaderPassEnabled(“SRPDefaultUnlit”,true/false);
    where should I use it?
    upload_2023-11-3_15-29-24.png
     
    GhettoWizard likes this.
  47. HealthStone

    HealthStone

    Joined:
    Jul 5, 2019
    Posts:
    3
    I update RealToon version to 5.0.8p8, and I found as long as there is a model moving, the outline seems to have been refreshed once, which causes the outline to flicker
     
  48. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, I'm aware of this, I'm still fixing it.
    The cause is the Outline which I'm still figuring it out why it is like that.
    Sorry about this problem.

     
    Sir_patrickl likes this.
  49. Chrisdbhr

    Chrisdbhr

    Joined:
    May 21, 2016
    Posts:
    19
    Any news about tessellation using HDRP? I only managed to found tessellation option using Built-in RP.
    In this post there is info about tessellation coming to version 5.0.9, is there any beta access to it?
     
  50. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    About the tessellation, I'm still working on it until now.

     
    Chrisdbhr likes this.