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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 tempaccount555,
    I send a conversation to you for an organized support.
    Please check your inbox here.

    Send also a screenshot.

     
  2. MJQStudioWorks

    MJQStudioWorks

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  3. Arragoth

    Arragoth

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    I am sure this has been asked but I'm having troubles parsing through all the posts.

    I am trying to apply the shader to alpha cards for foliage. These cards use just an albedo and alpha map. What settings do I need to make the shader outline my textured areas and not the full card? Thanks so much.
     
  4. MJQStudioWorks

    MJQStudioWorks

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    Hi Arragoth,
    I send a conversation for organized support.
    check your inbox here.

     
  5. GrassWhooper

    GrassWhooper

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    hey there, so i am facing a problem, with your asset (Real Toon).
    basically, as you can see, in the video, whatever has the real toon shader, just, flickers really hard with lights
    note that, those are standard 4 spot lights, that do not have shadows. and a single directional light that also does not have shadows.
    i tried using both the real toon lite default
    and real toon default defalt
    shaders on my materials.


    note my build target is android.

    any help is more than welcome.
     
  6. MJQStudioWorks

    MJQStudioWorks

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    Hi, GrassWhooper
    Oh this one, there's something about the settings.

    I send a conversation for an organized support,
    Check your inbox here.

     
    GrassWhooper likes this.
  7. GrassWhooper

    GrassWhooper

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    nice thanks, i hope it can be solved :)
     
  8. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, Lightmap support might be included on the next update 5.0.6.

    The next version will be release next year.
    No month mention yet.
     
    Acissathar and GrassWhooper like this.
  9. tijanikun

    tijanikun

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    Hello, i bought it some months ago and it was working well, but today the shader settings panel is weird, it completly change and i can't find the right option to change outline, can you help me please?
    upload_2019-12-13_16-35-5.png upload_2019-12-13_16-35-11.png
     
  10. MJQStudioWorks

    MJQStudioWorks

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    Hi, tijanikun
    It seems the Editor folder and its content might be missing or removed.
    check if that folder is under RealToon folder and it is not empty, if it is then re-import realtoon but only the Editor folder and its contents.

     
  11. Acissathar

    Acissathar

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    Is there an easy way to copy RealToon settings from one material to another?

    I know I can duplicate a material, change the texture and reassign it to basically get that, or multi select and edit at once.

    But I’m wondering if say I change the Self Shadow settings on Material 1 if there’s a quick way to copy that to Materials 2-5.
     
  12. MJQStudioWorks

    MJQStudioWorks

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    Hi Acissathar,
    Copying selected material properties is not possible on unity maybe yet.

    The only way you can do is to save the material as unity material preset or copy and paste the value properties to selected materials.

     
    Acissathar likes this.
  13. Unany

    Unany

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    Hi,

    Currently experimenting with the 'see through' and I was wondering if some new settings could be added.

    Would be nice to be able to make the Set1:B Set2:B object alter its:
    1.Transparency
    2.Colour
     
  14. MJQStudioWorks

    MJQStudioWorks

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    Hi Unany,
    I actually thought of having this feature long time ago.
    maybe i could add this in the future updates but i need more research to do this.


     
    Unany likes this.
  15. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone here's a useful tips for you,
    As default realtoon receives ambient light.

    *If you are using main texture*
    Change "main color" to something grey or dark grey, this will prevent overexposure.
    If there is no ambient light present or 0, change "main color" to white.

    If you don't want your object/s to receive ambient light, change the "Environmental Lighting Intensity" to 0, it is under RealToon's "Lighting" section.
    This option will be change to toggle + adjustable value in the next update 5.0.6.
     
    GrassWhooper and Laruda like this.
  16. Eromancer

    Eromancer

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    Hey again!

    Would it be possible to add a texture slot for Glossiness?

    Limiting the material to one Glossiness value is quite restrictive, especially when character designs have hard surface elements with matte clothes. If a glossiness texture slot existed it would allow for a lot more room during optimization when reducing the number of required materials.

    Thanks for all your hard work in continuously improving this product!
     
  17. MJQStudioWorks

    MJQStudioWorks

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    Hi Eromancer,
    I actually thought of this long time ago but for some reason i can't add it yet at the moment.
    maybe in future major updates i can add it.

    Thanks you. :)

     
  18. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone happy new year, RealToon v5.0.6 is still W.I.P.
    Staytuned for more info and release date.
     
  19. BOOLitGameStudio

    BOOLitGameStudio

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    I have a suggestion. I don't know how much work it takes to implement but here is the thing. Would it be hard to implement the option to disable PTexture distance scaling? I'm trying to achieve a manga style and PTexture is spot on. The thing is that the texture scales with camera distance. Would it be possible to set static PTexture projection?
     
  20. MJQStudioWorks

    MJQStudioWorks

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    Hi Soulman2150,
    I already thought of that while i'm making the PTexture feature but i decided not to add a disable "distance scaling" because i thought users want the distance scaling always on only.

    I might consider to add that option in future updates.

     
    EmersonPostagem likes this.
  21. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone Unity 2019.3 is now released, to those who don't know yet RealToon already includes URP/Universal Rendering Pipeline version.

    You can use the URP version on 2019.3 to later version,
    Check the folder "RealToon SRP".

    *Note: RealToon can also be use on the coming soon unity 2020.
    As of now the unity 2020 is on Alpha which you can download and test.
     
  22. JasonMa1312

    JasonMa1312

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    (IMHO)The code is generated by the node editor, it's too messy. Many functions are ambiguous, the UI is misplaced, and the "AAA Anime/Toon Shader" is overconfident. I think I've learned a lot more in UTS2 than I have in RealToon.
     
  23. MJQStudioWorks

    MJQStudioWorks

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    Hi,good day JasonMa1312 :),

    Only the old realtoon version 4.
    Not anymore on version 5 to major update version 6 and so on, even the URP/LWRP version is all handwritten & re-arranged and not made in shader graph or any node base shader editor.
    I already started working on the HDRP version, again not made in shader graph or any node base shader editor.
    HDRP is really complex to make and takes time to finish than URP.

    If you owned a realtoon old version, you can see the difference.
    Again I'm still updating it and making it better or improve.

    About the UI, starting version 5 the UI is already been changed,
    The UI will be change again on the next major update version 6 which is soon to come.

    "AAA Anime/Toon" is really the aim or goal of my shader and i already achieved it.

    It seems you used realtoon, Have you watch the video tutorials especially the new ones?
    You can approach me if you need some help, i can help you to achieve it,
    Check out my new examples and post on my twitter, facebook and deviantart.

    I hope you follow my social network, i post updates, some examples and tutorials there.
    Thank you for using RealToon also. :)

     
    Last edited: Jan 29, 2020
    Acissathar likes this.
  24. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone,
    "Signed Distance Field/SDF" texture can also be use on "ShadowT".
     
  25. frostymm

    frostymm

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    Hey I just got this last night and after following the 2019 steps readme in the imported folder, everything is still pink like the shaders aren't loading. Are there any steps I might be missing? I'm trying to check out the noisy outline shader.

    I'm on 2019.2.16f1
     
    M_R_M likes this.
  26. MJQStudioWorks

    MJQStudioWorks

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    Hi, frostymm,
    I send a message, check your inbox here.

     
  27. Rich0

    Rich0

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    I'm using 2019.3 and pink shaders under URP. I imported RealToon URP under SRP folder. I can set the shader to a material and configure, however it renders pink in the editor. Any ideas?

    {EDIT - PROBLEM FIXED}

    For anyone else experiencing this problem - I have a fix. It actually might be something to do with the editor and not RealToon. The problem comes about when you duplicate an existing material (e.g. URP SimpleLit shader) and then change the shader to URP RealToon. The base color texture is set and everything looks fine in the inspector, however the material will render pink. Solving the problem simply involved creating a new material from scratch.
     
    Last edited: Feb 3, 2020
  28. MJQStudioWorks

    MJQStudioWorks

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    Hi Rich0,
    I send a message, check your inbox here.

     
  29. restush96

    restush96

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    Is there any discord for this forum?
     
  30. AhJun

    AhJun

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    I am having the same issue; everything is pink in sample scene even after the URP version in stalled
     
  31. AhJun

    AhJun

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    ah, looks like you have to re-assign it; the URP version is under Universal Render Pipeline/RealToon/Version 5/Default/Default
     
    MJQStudioWorks likes this.
  32. MJQStudioWorks

    MJQStudioWorks

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    Yes, that's correct.
     
  33. MJQStudioWorks

    MJQStudioWorks

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    Hi, restush96
    there's no discord at the moment,
    if you have some questions or need support/help.
    you can send me a message here or email me.

     
  34. pocketpair

    pocketpair

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    @MJQStudioWork
    Hi, does it support emission in realtoon? I couldn't find it. (I'm using Standard RP.)
    Or should I use multiple materials for emission?
     
  35. MJQStudioWorks

    MJQStudioWorks

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    Hi, on realtoon the name is "SelfLit".
    You just need to enable it.

     
  36. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, the upcoming update 5.0.6 will be release anyday this month march.
     
    Starpaq2 likes this.
  37. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone,
    There are alot of new features/options and improvements and some changes coming to RealToon starting this upcoming update 5.0.6 to future updates.

    Staytuned for more info.
     
    Pandur1982, iChuy and Acissathar like this.
  38. matthew_rose83

    matthew_rose83

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    Hi there,

    I just got Realtoon and have been setting it up in my project. So far things are working pretty well, but I have 2 big problems. I'm using the URP version (URP 7.1.8) with the latest Realtoon package from the asset store.

    1. I can use the Fade Transparency version of the shader for transparency, which works fine, but any transparent or partially transparent object doesn't cast shadows at all; note I also noticed this with the standard 'Lit' shader for URP.

    2. Most objects in my scene are casting shadows properly, but my skinned character will not cast any shadows on the world when using the Realtoon shader, but works fine with standard Lit shader/other shaders. Settings don't look like they are different from the environment materials which are working fine. Any ideas?

    Thanks
     
  39. matthew_rose83

    matthew_rose83

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    Never mind - I fixed the skinned character casting shadows by copying the environment material and changing textures - I must have screwed up a setting somewhere.
     
    MJQStudioWorks likes this.
  40. Dyoxyne

    Dyoxyne

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    Hi, first of all, thanks for this awesome toon shader! So far, I didn't have any problem with URP.

    I am not an expert in shaders but recently I learned to do some simple shaders with Shader Graph. Any tips / guidance for me on how to proceed if I want to combine the RealToon shader with a Dissolve effect made with Shader Graph?
    Is there a way to put the RealToon shader into a custom node / Shader Graph?
     
  41. MJQStudioWorks

    MJQStudioWorks

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    Hi Emmanuel,
    Thank you and no problem. :)

    you can try to use the "Cutout" feature, just enable it, enable "Secondary Cutout" and assign a black and white or greyscale texture map to "Secondary Cutout" texture property.

    About shader graph shader combined to realtoon using custom node, it is not yet possible at the moment.

    You can also try the other method, 2 materials on your object.
    The top material is your shader graph dissolve while the 2nd one is the main shader like RealToon.

    (MJQ Studio Works)

     
  42. Dyoxyne

    Dyoxyne

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    Thanks for the quick reply.

    I tried a bit with 2 materials (didn't get the expected result) but with the cutout feature & changing the cutout RealToon shader property through C# made it like a dissolve effect :)

    Do you have any future plan to make it compatible with Shader Graph?
     
  43. MJQStudioWorks

    MJQStudioWorks

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    I'm glad to hear that. :)
    About the 2 materials, you need to change the blending of your shader graph shader.

    About realtoon on shader graph,
    I already thought of that and maybe soon
    but i hope unity enable us to put our custom shader as master node.

     
  44. Dyoxyne

    Dyoxyne

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    Let me know if you decide to support Shader Graph and need someone to try it in preview :)
    One more question, I have also some other shader graphs that change vertex position (for example: grasses & wind). Is there also a way to combine it with RealToon Shader?
     
  45. MJQStudioWorks

    MJQStudioWorks

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    Sure and i'll post it here if i ever decided to support it :)
    Be sure to watch this thread.

    About your other shader graphs change vertex position, is the same i said previously.
    I also thought of that feature changing vertex position for wind and grass effect and i might decide to add that in future updates.

     
  46. Dyoxyne

    Dyoxyne

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    GrassToon_VertexDisplacement.png

    2020-03-22_15-41-12.gif
    This is what I get when I use one shader that only does vertex displacement and RealToon shader. Did I misunderstand something?
     
  47. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    The blending it works but the problem is the vertex position is not blend.

    It seems it is only for blending colors or others except vertex positions.

    Have you tried to do lerping 50% the two materials by script? there's a unity code to do that.

     
  48. Dyoxyne

    Dyoxyne

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    It seems like Material.Lerp only works for two materials that use the same shader/texture. I could not achieve the vertex displacement.
     
    Last edited: Mar 22, 2020
  49. MJQStudioWorks

    MJQStudioWorks

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    The option now is to integrate that to the shader by mod version.

    Send me an email at mjqstudioworks@gmail.com

    I'll help you further there to integrate it.

     
    Last edited: Mar 23, 2020
  50. Devsagi

    Devsagi

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    Hello there MJQ Studio Works,

    I am using your shader for a while now and it's really great!
    I am looking forward to the upcoming update you are working on ^^ Can you share some information on what features we can expect?

    Will there be support for cel shading of transparent parts some time (without outline)?

    Also, in the latest URP 7.2.0+ Unity changed their API and it causes weird shadows around the cascade borders. The RealToon shader seems to be affected by that change, too.
    https://forum.unity.com/threads/shadow-cascades-weird-since-7-2-0.828453/
    https://forum.unity.com/threads/shadow-cascades-weird-since-7-2-0.828453/#post-5516671

    Best regards and keep up the great work