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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,
    Yep, it is not possible to ignore fog..
    Thank you for using realtoon. =)

     
  2. Crocomodo

    Crocomodo

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    Can you make Shadow Color Texture Power behave like Overall Shadow Color Power? I want shadow to be lighter and more saturate when increase Shadow Color Texture Power just like Overall Shadow Color Power.
     
    Last edited: May 22, 2020
  3. MJQStudioWorks

    MJQStudioWorks

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    Hi Crocomodo,
    The purpose of "Shadow Color Texture Power" option is to make the texture darker.
    You can try to use negative values to make it lighter and also adjust Overall Shadow Color Power.

     
  4. Devsagi

    Devsagi

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    Hi MJQStudioWorks,

    I have a small issue with shadows with objects that use the 'fade transparency' shader. As you see in the screenshot there is some brighter pattern in the shadow, and it looks even weirder when moving the camera.
    Using 2019.3.14f1 and URP 7.3.1 with Realtoon 5.0.7.

    material.PNG shadow.PNG

    Thank you for any support with this
     
  5. MJQStudioWorks

    MJQStudioWorks

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    Hi, Devsagi
    This is natural and mostly common in transparent shadow, this dithered shadow.
    With this you can do smooth fading shadow and semi transparent shadows.
    Unity Built-In does this too.

    Unity's URP can't do this.

    To make it smooth and less dotted look, use soft shadow or make your shadow high quality or high resolution.

     
  6. Devsagi

    Devsagi

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    Hi MJQStudioWorks,

    thanks for your reply. Sadly, the above picture already is already with soft shadow and a high quality setting in URP.
    Increasing the shadow resolution further just adds more dots.

    shadow2.PNG

    Would it be possible to add a material setting to have more control over the dithering? I would prefer a full shadow over the dithered one in URP maybe.

     
  7. MJQStudioWorks

    MJQStudioWorks

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    You want a full shown shadow even if the object is semi transparent or full transparent?
    I can add a new option for that to maintain the shadow or shadow not affected by the transparency.

     
  8. Devsagi

    Devsagi

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    Yeah, for my use case it would work because the object is 80-90% visible, and the shadow stands out too much with the dithering issue in URP. But keep the dithering for other use cases, it's why I ask if you can make it an option

     
  9. MJQStudioWorks

    MJQStudioWorks

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    Okay, i'll add it on the next update.:)

     
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  10. Hazneliel

    Hazneliel

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    Hello, great asset!
    Is it possible to have an Unlit Material but still have shadows and gloss?

    Im trying not to add any directional light to my scene for performance, I noticed that shadow and gloss only work when there is a light. Could be possible to not need this and instead specify a direction for the shadows and gloss to be visible on an self lit material?

    Thank you.
     
  11. MJQStudioWorks

    MJQStudioWorks

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    Hi, Hazneliel thank you =)

    The current way to have Unlit for now on RealToon:
    1.Enable SelfLit feature.
    2.Set Power to 0 to preven over powered Color.

    *To have gloss when using purely Selflit ligthing, use MatCap feature.
    Gloss feature on RealToon is RealTime and it will follow the light source.

    *Selflit means own light, it is also function like Emission.

    To use MatCap as gloss:
    1.Enable MatCap feature.
    2.Enable Specular Mode, this turn MatCap into Specular or Gloss mode.
    3. Assign an equal side texture as gloss, take note White means gloss Black means not gloss.

    *About shadow, it is not yet possible to make on Selflit.

    **A proper unlit support will be coming on the next update.

     
    Hazneliel likes this.
  12. Hazneliel

    Hazneliel

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    Thanks, I will try that. I noticed there is no a MatCap like this on the asset, Im guessing it should not be a smooth matcap but rather a banded matcap so it looks like an anime illustrations. Am I right? Would you have one I could use? I will try to create on anyway and do some testing.

    Thanks for your help, I really like this shader and is better than the other 3 popular options on the asset store.
     
  13. MJQStudioWorks

    MJQStudioWorks

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    No problem and thank you =) ,
    It is actually depends on your texture, it can also be use like that.
    there are a ton of free MatCap texture on the web, just search it =).


     
    Hazneliel likes this.
  14. Hazneliel

    Hazneliel

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    Thanks, Im trying this and got a different issue.
    It is not possible to smooth the object normal with this setup, I would like the MatCap to be smooth as you can do it with Shadows. Do you know a workaround for this?

    Thank you.
     
  15. MJQStudioWorks

    MJQStudioWorks

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    Hi, for much better support and much longer message.
    Send an email at "mjqstudioworks@gmail.com"

     
  16. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, here's a new video tutorial i made but this one is for Unity HDRP.
    Useful for RealToon (HDRP).

     
  17. AlgolStar

    AlgolStar

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    Hello developer,
    I want to ask if there will be some kind of new shadowT function in the future version, such as we can assign three different shadow textures and use each of them depend on the different light angles( or maybe angles range)? I think it would be better to show the anime-style face's shadows.
     
  18. MJQStudioWorks

    MJQStudioWorks

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    Hi, i planned to improving ShadowT and maybe change its function if needed and maybe in the future update or version.

    ShadowT can do something like that by using a gradient type texture.
    Take note that white and gray are affected by light while black is always visible.

     
  19. AlgolStar

    AlgolStar

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    Ummmm....I know it's foolish to say but..would you mind to give me some kind of example? I still don't understand how to make that.
     
    Last edited: Jun 4, 2020
  20. Maro1234567

    Maro1234567

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    Helllo, I'm trying to create portrait system via raw image and rendertexture, but there is some problem with outline. This is the script.


    Code (CSharp):
    1.  
    2.     public RenderTexture rt;
    3.  
    4.     public Camera thiscam;
    5.  
    6.     public RawImage image;
    7.  
    8.     void Construct()
    9.     {
    10.         if (rt == null)
    11.         {
    12.          rt = new RenderTexture(1024, 1024, 16, RenderTextureFormat.ARGB64);
    13.  
    14.         }
    15.    
    16.         rt.Create();
    17.  
    18.         thiscam.targetTexture = rt;
    19.  
    20.         image.texture = rt;
    21.  
    22.     }


    K-090.png

    When I make the rendertexture which has a color format that has transparency, outline becomes transparent, becomes something like hole of the image.
    Of course I could just use a color format which does not have transparency, but I want my rawimage's background to be transparent.
    I'm using Unity 2019.3.6f1 and Realtoon 5.0.6


    ---------------------



    K-119.png
    this is the alpha channel of rendertexture
     

    Attached Files:

    Last edited: Jun 10, 2020
  21. Eromancer

    Eromancer

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    Hey again!

    Is it possible to map gloss so that it always appears (essentially the opposite of the ShadowT feature)? I've created an example of the effect I'm after by adding highlights in the Main Color texture to convex edges on the geometry (green arrow). The problem with this method is that gloss stacks with the highlights and doesn't look quite right (red arrow). Another, more pressing issue is when the main color is near a value of 1, and this baked in highlight would need to be brighter than 1 to match gloss, which isn't practical. See image below:




    Let me know if you have any ideas for a more appropriate way to achieve this effect!
     
  22. MJQStudioWorks

    MJQStudioWorks

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    Hi, Eromancer
    Sorry late reply,

    Are you using the RealToon (Built-In RP)? or the RealToon (LWRP/URP)?

    Currently RealToon (Built-In RP and LWRP/URP), the gloss is multiplied that is why it is stacks
    but this will be changed soon but on the next update 5.0.8 RealToon URP will be the first to have that change.
    RealToon (HDRP) version already had that change.

    As of now try to use the "Mask Gloss".

     
  23. MJQStudioWorks

    MJQStudioWorks

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    Hi mashimaro9659,
    Sorry for the late reply.

    About this, the color channels of the outline is RGBA.
    To prevent it, we need to add a line of code in the pass "Outline".
    The line to add is "ColorMask RGB", only use RGB channels.

    On the next update 5.0.8 this code will be added if it dose not break the look.

     
  24. Immu

    Immu

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    Hello, I wonder if there's any plan or (already?) possibility to do such effects for 'transition' to shadows : P
    upload_2020-6-26_17-38-6.png
     
  25. MJQStudioWorks

    MJQStudioWorks

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    Hi, Immu.
    What do you mean?
    Threshold and smoothing of shades?

     
  26. Immu

    Immu

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    Well.. kinda both I would say ?
     
  27. MJQStudioWorks

    MJQStudioWorks

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    ah okay, these options are available.
    the option names are:
    "Self Shadow -Threshold" and "Self Shadow - Hardness".

     
  28. MJQStudioWorks

    MJQStudioWorks

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    Hi Crocomodo,
    I sent you a message for better support,
    check your inbox here.

     
  29. naby7u

    naby7u

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    May 16, 2017
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    Screen Space Reflection allows a character to see through the background and I'm here. How can I make it non-transparent?
    Sorry for the machine translation.
    upload_2020-7-3_3-38-30.png
     

    Attached Files:

  30. naby7u

    naby7u

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    First of all, change the RenderQueue from FromShader to TransParent and then It was solved when I did.
    But is it the right solution?

    upload_2020-7-3_4-4-28.png
     
  31. MJQStudioWorks

    MJQStudioWorks

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    Hi naby,
    I sent you a message here for better support.
    check your inbox here.

     
    naby7u likes this.
  32. MJQStudioWorks

    MJQStudioWorks

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    Last edited: Jul 5, 2020
    naby7u likes this.
  33. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, here's another RealToon shader in-game use demo,
    But this time using the non SRP version/Built-In RP.

     
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  34. Acissathar

    Acissathar

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    What is the correct parameter to adjust this super dark shadow that appears during the cloth bouncing?

     
  35. MJQStudioWorks

    MJQStudioWorks

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    Hi Acissathar,
    Try to turn on "Double Sided".

     
    Acissathar likes this.
  36. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, the patch for realtoon 5.0.7 is now available,
    see image/picture below for more info and fixed errors:

    Patch for 5.0.7.png
     
  37. Eromancer

    Eromancer

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    I saw on the first post that Lightmap support is coming to URP as early as the next update (5.0.8). Is that coming to the built-in RP as well soon?
     
  38. MJQStudioWorks

    MJQStudioWorks

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    Hi Eromancer,
    Yep Lightmap support coming to RealToon URP version (5.0.8).
    but for built-in RP it might be 50/50 chance to make or not due to some reasons and unity changes.

     
  39. Natoff

    Natoff

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    I have directional light shadow flicker problem. I have updated the asset to 5.0.7 and the problem still exists. I don't know what should I do to solve it. Please advice me.

     
  40. MJQStudioWorks

    MJQStudioWorks

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    Hi Natoff,
    It is the quality of the shadow and type.
    Change it to soft shadow.

    I'll send you a message here for further support, check your inbox here.

     
    Natoff likes this.
  41. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone,
    To those who are still using the old RealToon versions (5.1.1, 5.2.1, 5.3.1, 5.1.2 and 5.2.2) and thinking these are the latest higher version:

    No it is not the latest higher versions, these version numbers are my mistakes of assigning it, sorry about that.

    After those versions, I started at 5.0.3 to fix the version number mistakes.
    Now the current latest version is 5.0.7.

    See all the versions here:
    https://app.box.com/v/realtoonversionlogupdates
     
    Last edited: Aug 14, 2020
  42. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone,
    DXR support for RealToon HDRP has finally come.
    The first raytraced support are RealTime Raytraced Shadow and Raytraced Contact shadow.



    This wIll be included in the upcoming update 5.0.8 or another patch.

    ***Recieved Raytraced GI and Raytraced Reflection will soon to come.
     
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  43. stevenxdxd

    stevenxdxd

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    unity 2019.1.1f1 the newest realtoon version and update the 2019 version too
    it is work on android, also work on ios before build,
    after build ios, it no error at all but all shader is pink color in iphone with no reason.
    I can't find any reason why
     
  44. MJQStudioWorks

    MJQStudioWorks

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    Hi stevenxdxd,
    I send a message here for better support,
    Check your inbox here.

     
  45. Razputin

    Razputin

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    The outline seems to be transparent when on a render texture, any ideas how to fix?

    upload_2020-9-7_0-19-32.png
    upload_2020-9-7_0-19-23.png
     
  46. MJQStudioWorks

    MJQStudioWorks

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    Hi, i send you a message for better support.
    check your inbox here.

     
  47. Crouching-Tuna

    Crouching-Tuna

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    Halo

    At some point i'm getting these 2 errors.Not sure what i changed..
    I have a material animator kinda thing, but for this one i'm only changing _Opacity parameter
    Material looks purple in scene, but completely not showing in game view

    Code (CSharp):
    1. Shader error in 'HDRP/RealToon/Version 5/Default': 'exp2': no matching 1 parameter intrinsic function; Possible intrinsic functions are: exp2(float|half|min10float|min16float) at line 2959 (on d3d11)
    2.  
    3. Compiling Fragment program with USE_CLUSTERED_LIGHTLIST DEBUG_DISPLAY N_F_TRANS_ON N_F_O_ON N_F_GLO_ON N_F_SS_ON N_F_RELGI_ON N_F_RL_ON N_F_PAL_ON N_F_CS_ON
    4. 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_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    5.  
    Code (CSharp):
    1. Shader error in 'HDRP/RealToon/Version 5/Default': undeclared identifier '_DebugExposure' at line 2959 (on d3d11)
    2.  
    3. Compiling Fragment program with USE_CLUSTERED_LIGHTLIST DEBUG_DISPLAY N_F_TRANS_ON N_F_O_ON N_F_GLO_ON N_F_SS_ON N_F_RELGI_ON N_F_RL_ON N_F_PAL_ON N_F_CS_ON
    4. 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_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    5.  
     
  48. MJQStudioWorks

    MJQStudioWorks

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    Hi, Crouching-Tuna
    About the '_DebugExposure' and 'exp2' or 'exp2(_DebugExposure):
    You got that error because unity erase that and change to a new function.

    Note: On august 3 i released a patch.
    I advice you to update, it is a patch for the current version 5.0.7, this include important fix like that error you got.

    To update:
    Go to package manager then click realtoon and then click update.
    then import and unpack the "HDRP" unity package.

    ****I advice you to follow my social network twitter or facebook page or youtube so you get notified about new update and patch.

     
  49. Devsagi

    Devsagi

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    Sep 28, 2019
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    Hi MJQStudioWorks,

    I have been using your shader in a lot of my projects for the past months and I really love how it looks. Thanks for the great work!

    While experimenting I found a really interesting look that uses negative color power for rim light. I would like to try further and use it together with an actual rim light, so I would suggest adding a separate rim shadow with its own material settings (softness, unfill, color) as an optional feature toggle so they can be combined and layered onto each other.

    upload_2020-9-11_14-43-4.png rimshadow.png

    Also, has the setting to have a non rasterized shadow with transparent objects been added? I requested it a few months ago, updated the shader asset recently and couldn't find it.

    Thanks and best regards
     
  50. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, the patch number 2 for realtoon 5.0.7 is now available,
    see image/picture below for more info.
    This patch also includes DXR/Ray Tracing support for RealToon HDRP.

    Patch 2 for 5.0.7.png
     
    Acissathar likes this.