Search Unity

RealToon (An AAA Toon/Anime Shader and Stylized)

Discussion in 'Assets and Asset Store' started by MJQStudioWorks, Jun 30, 2016.

  1. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    awesomedata likes this.
  2. Starpaq2

    Starpaq2

    Joined:
    Mar 14, 2013
    Posts:
    77
    Thank you MJQStudioWorks,
    Your shader has been a pleasure to use. Its quite artistically expressive with its available options. The updates that you have pushed out since 1.0 has significantly improved the experience of the shader. Also the new Ui selection has helped with workflow. Thanks much for the continued support.

    Here is a short I created recently with RealToon. I'm looking for creative ways to use the shader for a smooth flat look. Still tweaking and experimenting. I've only had some difficulties using layering with the sobel shader to avoid outlines on sprites. Also, if future development permits i would like to request a splatmap/terrain option (if feasible).

     
    awesomedata and MJQStudioWorks like this.
  3. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi Starpaq2,
    No problem and thanks for using realtoon :).
    The video you made is good, Good Job

    About the included sobel effect.
    the layer option on that sobel effect shader is experimental and i might change that or improve.

    I've been thinking of making a separate shader for static - environmental objects.
    Not yet sure to make it.

     
    awesomedata likes this.
  4. CRISTALSONIC

    CRISTALSONIC

    Joined:
    Sep 22, 2016
    Posts:
    136
    so I just up dated for the LWRP Support but the shadier is not rendering is there a comen problem for this
     
  5. CRISTALSONIC

    CRISTALSONIC

    Joined:
    Sep 22, 2016
    Posts:
    136
    I really want to user your
    shader with the shader graph
     

    Attached Files:

  6. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi CRISTALSONIC,
    What version of LWRP are you using?
    It should be LWRP 4.0.0 or latest version.

    There is a RealToon LWRP Version package is included, import that.

    (MJQ Studio Works)

     
  7. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi everyone, here's a video i made 2 days ago.
    I made it as close to real anime as possible.



    (Click here for 60 FPS Version)

    (Animation)

    *There are 3 point-lights (shadow enabled) on the scene.
    *RealToon Self Shadow feature is turned off on the face so it is fully real-time shadow.
    *Using RealToon Standard, not the LWRP Version.
    *Rendered in real-time at 4k resolution.
    *Camera using cinemachine and PPS for some bloom effect.
     
    Last edited: Mar 22, 2019
    Vog, awesomedata and Starpaq2 like this.
  8. CRISTALSONIC

    CRISTALSONIC

    Joined:
    Sep 22, 2016
    Posts:
    136
    yeah I am on 4.10.0
    with the latest real toon up date

    were is the RealToon LWRP Version package?
    I am guessing that im over looking it
     
    Last edited: Mar 23, 2019
  9. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    It is in the folder Realtoon > RealToon LWRP.
    After you import or unpack it, choose Lightweight Rendering Pipeline > RealToon on the shader select.

     
  10. CRISTALSONIC

    CRISTALSONIC

    Joined:
    Sep 22, 2016
    Posts:
    136
    ok I over looked it thanks. now I can work on this animated material for energy based things.

    looking at my character do you have any tips on how I should tweak the shadier ? I am going for a breath of the wild type look
     

    Attached Files:

  11. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi,
    No problem.
    Send me an email:
    mjqstudioworks@gmail.com

     
  12. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi everyone, next update RealToon v5.3.2,

    - There are some fix and a little bit of option arrangement.
    - One new option for Fade Transparency.
    - RealToon Lite [LWRP version].
    - Some info will be announce later on.
     
  13. BOOLitGameStudio

    BOOLitGameStudio

    Joined:
    May 16, 2013
    Posts:
    17
    I've noticed that the LWRP version of the shader doesnt support blend shapes which breaks outline. This needs fixing.
     
  14. BOOLitGameStudio

    BOOLitGameStudio

    Joined:
    May 16, 2013
    Posts:
    17
    No I'm wrong it works! Sorry I just added outlines to something that isnt supposed to have it
     
    MJQStudioWorks likes this.
  15. toyhunter

    toyhunter

    Joined:
    Mar 5, 2018
    Posts:
    76
    Hi @MJQStudioWorks

    [UPDATE] Suddenly the bug is gone after restarting Unity, weird but thanks :)

    So far my project working with RealToon & LWRP quite fine, however today I'm compiling for iOS it threw the following error, please help:

    Shader error in 'Lightweight Render Pipeline/RealToon/Version 5/Default/Default': Program 'LitPassFragment', error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Incompatible min precision type for operand #3 of opcode #92 (counts are 1-based). Expected int or uint. (on metal)

    Compiling Fragment program with N_F_EAL_ON N_F_NLASOBF_ON N_F_SS_ON
    Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_MOBILE UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING
     
    Last edited: Apr 1, 2019
  16. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, hmpublic2000,

    You mean the error is gone after you restart unity right?
    It seems it needs to recompile the shader or something.
    I'm glad it's okay now.

    If you need some help, just send me an email:
    mjqstudioworks@gmail.com

     
  17. toyhunter

    toyhunter

    Joined:
    Mar 5, 2018
    Posts:
    76
    Yes, it is all fine after restarting Unity, thanks for your feedback btw THIS IS GREAT shader! Love it! :)
     
    MJQStudioWorks likes this.
  18. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    I'm glad it is now fine,
    No problem and thanks for using realtoon.

     
    toyhunter likes this.
  19. joeBPS

    joeBPS

    Joined:
    Sep 27, 2018
    Posts:
    2
    Hi there,

    I have an issue with outline using the Real Toon shader on Unity 2018.1.2f1.

    I am using OpenGL 4.1 and building to Android.

    Here is what happens in OpenGL 4.1 as I move the camera back:

    Screenshot 2019-04-02 at 11.24.21.png Screenshot 2019-04-02 at 11.24.36.png Screenshot 2019-04-02 at 11.24.56.png

    Whereas when using Metal the outline is a constant size:

    Screenshot 2019-04-02 at 11.29.05.png

    Is it possible to get a constant outline size as Metal in OpenGL 4.1?
     
  20. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    hi unity_UKPWAqVhFOlvvg,
    It seems you are using "Outline Z Position In Camera".
    there's an issue when you build in mobile, "Outline Z Position In Camera" value will become negative.

    About the "Outline Z Position In Camera" on OpenGL,
    As i checked here, the problem is the same.

    Only OpenGL and GLES have this problem.

    I already fixed it and it will be included in the next update V5.3.2.

    I recommend you to change "Outline Extrude Method" to "Origin" if you want a clean outline for box type objects.

    Please send me an email so i can help you further more about it:
    mjqstudioworks@gmail.com



     
  21. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Reminder:
    The light blend on the RealToon Lite is different from RealToon Default/Standard.

    RealToon Lite "Not the LWRP Version" uses the traditional light blend which is supported by all graphics platform especially GLES 2.0 and Vulkan.

    While the Realtoon Default/Standard,
    uses a different kind of light blend, anime/cartoon style.
    Not all graphics platform supported it like Vulkan and
    GLES 2.0.
     
    Last edited: Apr 5, 2019
  22. toyhunter

    toyhunter

    Joined:
    Mar 5, 2018
    Posts:
    76
    @MJQStudioWorks

    Hi, I found when using LWRP, the option of "Hide Directional Light Shadow" is not functioning in mobile device, but it is working properly in non-mobile version, would you please clarify if this option is not for mobile? Thanks.

    Btw, for the error I reported before: Shader error in 'Lightweight Render Pipeline/RealToon/Version 5/Default/Default': Program 'LitPassFragment', error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Incompatible min precision type for operand #3 of opcode #92 (counts are 1-based). Expected int or uint. (on metal)

    It is correct that reimport/compile can resolve this, however I need to recompile every-time I make a build, is it normal? Thanks a lot :)
     
  23. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi hmpublic.

    "Hide Directional Light Shadow" is also working on mobile, i tested it before.

    About the reimport/recompile, should only done once if there is something wrong, not everytime even on build.
    I tested the LWRP version, it works fine.

    Send me an email so i can help you further more.
    "mjqstudioworks@gmail.com"

     
  24. toyhunter

    toyhunter

    Joined:
    Mar 5, 2018
    Posts:
    76
    @MJQStudioWorks Would you mind sharing your testing results on "Hide Directional Light Shadow" so I can compare with my project? Thanks a lot.
     
  25. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    I'm testing it right now on my mobile device here's the result.

    Screenshot_20190422-091754_RealToon Building Testing (LWRP).jpg

    sphere above is using the LWRP Lit.
    sphere below using RealToon Default LWRP version and Hide Directional Light Shadow is checked.

    Have you tried to update your Unity LWRP version? or reinstall it?
    be sure your Unity LWRP version is 4.0.0 to latest.
    what unity version are you using?

     
    Last edited: Apr 22, 2019
  26. toyhunter

    toyhunter

    Joined:
    Mar 5, 2018
    Posts:
    76
    @MJQStudioWorks

    Thanks! It would be lovely if you would email me your testing to toyhuntergame@gmail.com. I can do the comparison by myself :)

    Unity: 2018.3.0f2
    LWRP: V4.10.0
    RealToon: V4.0.0

    Thanks again :D
     
  27. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi,
    You wrote RealToon v4.0.0,
    That version don't support LWRP.
    Can you double check the version you have?

     
  28. toyhunter

    toyhunter

    Joined:
    Mar 5, 2018
    Posts:
    76
    Sorry wrong c/p, it should be V5.2.2 Update (March 2019)
     
    MJQStudioWorks likes this.
  29. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Okay got it thanks, i'll send once i done uploading it.

     
    toyhunter likes this.
  30. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi everyone,
    You can use RealToon on Unity 2019.
    Just import it.

    *The upcoming update is still W.I.P (Work in progress).
     
  31. we00037890

    we00037890

    Joined:
    Sep 23, 2017
    Posts:
    5
    Damn, this dude is genius, 25$ for this asset is too cheap.
    I have spent months to learn about Shader to archive manga looking, it worth the time but this asset do justice in 5 minutes of playing around.

    .
    By the way, Is there anyway we can do the edge line ?
    I can do it with edge detection but the building look kind of mess since they also draw on everything, included the outline of Realtoon too. So i think shader can do better work since i have separate material for each target.
    I tried with cube and it only draw the outline, not the edge.
     
    Last edited: Apr 24, 2019
  32. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi we00037890,

    Can you send me a screenshot so i can see it?
    Send it by email and i'll help you further more about it.

    Email: mjqstudioworks@gmail.com


     
  33. we00037890

    we00037890

    Joined:
    Sep 23, 2017
    Posts:
    5
    Hello, this is my problem.
    Like i said, i can solve it with a little bit of code for camera call "EdgeDetection", but it turn out not really good looking.
    And since it is attach to camera, they just draw literally every edge that they found on the screen so i cancer this option.
    (the arm are a little bit inside the body)
    upload_2019-4-24_23-47-56.png
    upload_2019-4-24_23-58-28.png
    .
    This is what i aiming for.
     
  34. awesomedata

    awesomedata

    Joined:
    Oct 8, 2014
    Posts:
    1,419
    This is harder than it seems -- to draw the line you're looking for, you'd need something almost the equivalent of SSAO (that essentially works in screen-space / post-processing) and is attached to the camera.

    I could see RealToon generating an "occlusion layer" that shows where occluded shadows are found, then having post-processing (attached to the camera) actually draw the inner-lines to this "line layer" attached to the camera and overlaid on the scene.
    But there are major performance concerns there, so maybe there's a better way with Compute Shaders or LWRP / HDRP?
     
  35. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    How about using layers.
    Let the "EdgeDetection" render to a specifc layer.

     
  36. we00037890

    we00037890

    Joined:
    Sep 23, 2017
    Posts:
    5
    @awesomedata: Thanks, i have seen people talk about EdgeDetection in Unity standard asset to draw line directly in game scene. It works but hard to control where to not draw. (it draw over the outline too)

    @MJQStudioWorks: Yes, that solution work with environment like house and furniture. But when it go to detail like characters, i still can't make it match with the outline.
     
  37. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi everyone,
    RealToon V5.0.3 update is now available.
    See image below for more info.

    RealToon V5.0.3 Update.png
     
    Starpaq2 likes this.
  38. we00037890

    we00037890

    Joined:
    Sep 23, 2017
    Posts:
    5
    New
    Hi !
    I just wanna comeback to said this asset also worked well with other environment asset.
    Still can't find out the way to draw the edge line (can but doesn't look good) but 10s on Paint/Photoshop solve everything. Great asset so far :D
    Here is my result.
     
    Starpaq2 and MJQStudioWorks like this.
  39. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi,
    Wow that's beautiful. :)
    I'm glad you found a way at least Paint/Photoshop way.
    Thank you for using realtoon.:D

     
  40. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    A Tip for RealToon:
    You can also use "ShadowT" as AO (Ambient Occlusion).

    Just assign your baked AO, adjust hardness to 0 and enable "Show in Ambient Light" and "Show In Shadow" *if you like*.
     
  41. tapawafo

    tapawafo

    Joined:
    Jul 25, 2016
    Posts:
    170
    Hello,

    First off, thanks for the asset - it's outstanding!

    I'm trying to figure out if it would be feasible to display Vertex Colors with this shader with some editing. I spent some time trying to do it myself but I don't have any real experience with shaders, so I haven't been able to get anything working. I understand Vertex Colors are used (very nicely) for things such as the Self Shadow and Smooth Object Normal options - which is really great - but would it be simple to add the capability to display vertex colors themselves?

    In the meantime I'll keep experimenting.
    Thanks for reading.
     
  42. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi, matteumayo,
    Thanks for using realtoon.

    Send me an email and i'll help you out about it.
    mjqstudioworks@gmail.com

     
    tapawafo likes this.
  43. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Tips for realtoon:
    You can also use the non-lite or default realtoon shader for mobile but only high-end or mid-range mobile devices.

    For low end, i recommend to use the lite version.

    *Applies to Unity Standard RP.
     
  44. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Ria Chan dancing. =D
    Rendered in 8k.
    Character Shader: RealToon.



    I recommend you to read the youtube video description about the video.
     
    tapawafo, Starpaq2 and Acissathar like this.
  45. volkerzerbe

    volkerzerbe

    Joined:
    May 9, 2016
    Posts:
    2
    Dear Team,

    first of all, thanks for this great shader.

    However I am encountering a problem with the Rim Lighting. When the camera moves ist changes very quickly, resulting in a "flickering" effect. You can see it here on the well model:


    Is there any way to make this more smooth, so the change is less noticable?

    Thanks in advance
     
  46. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi volkerzerbe,
    thank you for using realtoon,

    About the problem send me an email at mjqstudioworks@gmail.com so i can help you futher more about it.

     
    Last edited: May 17, 2019
  47. kangsangyeon

    kangsangyeon

    Joined:
    Jul 21, 2017
    Posts:
    7
    Dear dev team, i'm new user.

    I already read some manual and example but i cant figure out how i can set transparency my mesh.

    in my case, set transparency to below 1.0 then it fade to black. what i want is to fading natural like image in below.


    mine is here


    What to do to get natural fading?

    plz help me.

    I would like to say thank you first.
    Thanks for reading.
     
  48. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Hi kangsangyeon_KR,
    Thank you for using realtoon =)

    The outline is enabled, so for semi-transparent or fading, you need to adjust the "Reduce Outline Backface" to reduce the outline backface.

    *Currently "Reduce Outline Backface" will not work properly on cube objects.


     
    Last edited: May 19, 2019
  49. MJQStudioWorks

    MJQStudioWorks

    Joined:
    Oct 12, 2012
    Posts:
    655
    Starpaq2 likes this.
  50. Acissathar

    Acissathar

    Joined:
    Jun 24, 2011
    Posts:
    677
    That looks the VRoid exported characters? If so, do you have any tips specifically with them and RealToon? Assuming you're using UniVRM and then just replacing their shader with RealToon?