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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 Devsagi, thank you for using realtoon. =)

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

    RealToon Fade transparency can do that and you can also disable the outline, just disable it in the
    "Enable/Disable features" category.

    *About the URP Cascade boarders,
    Thank you for reporting this, I'll look into this and fix and include it in the upcoming update 5.0.6.

    [Update]
    I manage to fixed that Shadow Cascade weird shadows or glitch (URP 7.2.0+).


     
    Last edited: Mar 25, 2020
    Devsagi likes this.
  2. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, RealToon 5.0.6 update is now available,
    check your email or check your Asset Packages.

    RealToon 5.0.6 Update.png
     
    Last edited: Mar 27, 2020
    andreiagmu and Devsagi like this.
  3. MJQStudioWorks

    MJQStudioWorks

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    (RealToon HDRP Version Update)

    Hi everyone, outlines, object faces, lights and shadow are now working.
    next to work on are the reflections and GI/Environmental Lighting.

    All features are also working.
     

    Attached Files:

    Last edited: Mar 31, 2020
    r3ndesigner and Acissathar like this.
  4. pocketpair

    pocketpair

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    @MJQStudioWorks
    hi, do you have plan to implement some dithering or fading for the object near camera?
    What I exactly want to do is see below links.

    Fade Objects Near the Camera in Unity using Shader Graph (Tutorial in Comments)
    https://www.reddit.com/r/Unity3D/comments/bu6vc8/fade_objects_near_the_camera_in_unity_using/

    Dithering
    https://www.ronja-tutorials.com/2019/05/11/dithering.html

    Cutoff can be used for similar usage however it is not convenient for all situations.
    I know it is not focused feature for real toon since this is not related with toon, but I'm now creating stylized game with real toon and I'm already using real toon for almost all of objects. I need to switch shader to implement fade objects near camera. I don't want to do it.

    (This is the game under development.)



    Thank you for your consideration in advance.
    Takuro
     
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  5. Graham-B

    Graham-B

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    Any news on lightmap support? Very excited!
     
  6. MJQStudioWorks

    MJQStudioWorks

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    Hi, pocketpair
    Have you tried the realtoon cutout feature?
    just apply a noisy gradient map texture on the Secondary Cutout be sure to check "Secondary Cutout", then access the "Cutout" shader property and apply the distance calculation by script.

     
  7. MJQStudioWorks

    MJQStudioWorks

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    Hi Graham-B,
    The lightmap support is still in the works/WIP
    and it might really take awhile.

     
  8. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone,
    RealToon HDRP Version is finally finished and again it will be included in the next update 5.0.7.
     
  9. dkm

    dkm

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    Hey!

    I'm looking at various toon shading solutions and stumbled upon RealToon. I mostly have 2 questions :

    - Can the shader be used for environments? I mostly see it used on characters and I'm a bit curious of how it would look on a whole scene.

    - I was wondering how it fares performance-wise when having a lot of different materials. Is there any batching possible? I don't want to suddenly end up with thousands of drawcalls!

    Sorry if the questions have been asked before, I tried checking the forum briefly but didn't see it mentioned anywhere!
     
    iChuy likes this.
  10. MJQStudioWorks

    MJQStudioWorks

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    Hi, dkm

    - Can the shader be used for environments? I mostly see it used on characters and I'm a bit curious of how it would look on a whole scene.


    * It can also be use for environments but as of now no lightmap support yet but i already started working on it and will be available soon once i finish it.

    - I was wondering how it fares performance-wise when having a lot of different materials. Is there any batching possible? I don't want to suddenly end up with thousands of drawcalls!

    * It is actually depends on the complexity of your model.
    It does have "GPU Instancing" support or batching to minimize drawcalls.



     
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  11. dkm

    dkm

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    Thanks for the answer!
     
  12. GamePowerNetwork

    GamePowerNetwork

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    I apologize for asking this if it has already been answered (didn't see an answer). But if my model is already using a custom shader... can this still work? For example I'm using some Synty character models that have a custom shader so that colors can be changed on the character.. would RealToon work with that?

    I see the asset is on sale so I'm really interested in buying now lol.
     
  13. MJQStudioWorks

    MJQStudioWorks

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    Hi, PyroStudios.

    It is actually depends on the properties of your current shader.

    some properties might not copy or picked up because the name properties of your current shader is different from realtoon.

    If you decided to buy realtoon, I advice you to make a back up before you proceed to change the shader or asset to a new shader or asset, this is a general rule when changing to a new assets. =)

    You can also do the create new project for testing purpose.

     
  14. GamePowerNetwork

    GamePowerNetwork

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    Good to know. Does RealToon use shader graph just in case I need to modify something?
     
  15. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, RealToon 5.0.7 update will be release any-day next month May.
    It includes some fix, improvements, a little of new things and RealToon HDRP Version (Beta).
     
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  16. MJQStudioWorks

    MJQStudioWorks

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    Pronama Movie =D.png

    "What are those? =D " *

    *1 Area light (Rect Type) and 1 Point light are used.
    *Real-Time Shadow enabled.
    *RealToon HDRP Version shader.

    **You can also use Area Lights (Rect and Tube type).
     
  17. alexhuebner

    alexhuebner

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    Hi,

    if I have prepainted shadows on my color texture and I want them to disappear when shaded and not multiplied with the shadows, what is the best way to do that?
    I used another toon shader before and could set the shadow texture to replace the main texture. Is that or something similar possible?
     
  18. alexhuebner

    alexhuebner

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    Something like this: on the left is a part of my main texture, with some shadows and folds painted on and on the right is the shadow texture to replace it, when shaded
    shadows.jpg
     
  19. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    RealToon can do that by using, "Color Shadow Texture" feature adjust the "Power" to balance it.
    But soon the way to color shadow including gloss and rim light will be change.

     
  20. alexhuebner

    alexhuebner

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    Do you mean Shadow Color Texture? That's the first thing I tried, but it didn't replace the main texture, it just multiplied with it:

    shadowcolortex.PNG

    What I want to achieve is something like this (no double shadows):

    shadow.PNG

    Am I missing something?
     

    Attached Files:

  21. MJQStudioWorks

    MJQStudioWorks

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    Yep "Shadow Color Texture", my mistake. =),
    "Shadow Color Texture" It will only be shown when in shades or shadow.
    The function of this is to color shadow using texture.

    To use that properly:
    Change the "Overall Color Shadow" to white.
    Adjust the "Power" also.

    Currently coloring shadows in realtoon will be multiply, it will just darken it,
    I did this because of performance in games but again this will be change soon including
    coloring gloss and rim light.

     
  22. alexhuebner

    alexhuebner

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    Ah ok, thank you for clarifying.
    Is it possible to maybe add a replace main texture option (checkbox?) for shadow color texture in a future release? Apart from that, RealToon already does everything I need it to do and I'm really happy with it.
     
  23. FeastSC2

    FeastSC2

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  24. MJQStudioWorks

    MJQStudioWorks

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    Hi may i know what unity version are you using?
    Unity 2019 to later version uses Local Keywords instead of Global Keyword.
    If you use unity 2019, import the other package that uses Local Keywords,
    I did include a note as Text file about it.

    About 2018 below, i include a feature option that removes unused shader keywords.
    I recommend only import the realtoon shader that you need, not all.
    I'm still continue to find ways to prevent it more for older unity version.

    About the asset you shared, it is actually useful especially for older unity versions.

     
    Last edited: Apr 24, 2020
  25. FeastSC2

    FeastSC2

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    I'm using Unity 2019.3.9f. I had over 256 shaders keywords and I simply realized that your package had quite a few that could be made local. Although I may have forgotten to update your asset, I will do that now
     
  26. MJQStudioWorks

    MJQStudioWorks

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    RealToon 5.0.6 is the latest version.
    Check the folder "Other" then unpack the package "RealToon v5.0.6 (2019 and Later)".
     
  27. MJQStudioWorks

    MJQStudioWorks

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    Hi,
    Good news, the way coloring shadow, gloss and rim light will be change but it will be first apply to RealToon HDRP version.
    That version will be included in the upcoming update 5.0.7 and release any day next month.

     
  28. Riskun87

    Riskun87

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    Hi @MJQStudioWorks
    I'm trying to create a toon effect like it's done in the "the simpsons game" from 2007. Do you think this is possible with RealToon? I'm not only talking about the playable character, also the houses etc.
    For objects it should basically draw a black line when there is a different material attached to the neighbour polygon or on each edge unless it is smoothed.

    maxresdefault.jpg
     
  29. MJQStudioWorks

    MJQStudioWorks

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    Hi Mattlock,
    I observed the game on youtube, it seems it uses some kind of post processing outline and some of it are painted outlines.
    As for realtoon, it is possible, if you have realtoon shader, you can do some trials before you proceed to make that kind of game.

     
  30. Riskun87

    Riskun87

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    Thanks for your answer. I played around with RealToon today and was able to recreate most of the effect I wanted. But with some edges I can't get a black line to be drawn. E.g. in the upper left window a vertical line is missing or in the second picture the two horizontal lines are missing on the house wall.

    Annotation 2020-04-28 203053.jpg Annotation 2020-04-28 203009.jpg

    These are my outline settings (more or less default)
    Annotation 2020-04-28 203150.jpg
     
  31. Graham-B

    Graham-B

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    Hi,

    Do you have any tips for getting the outlines to play well with Unity's Post Processing Stack Motion Blur? As it is, they cause major streaking around the outline when used together.

    Thanks!
     
  32. MJQStudioWorks

    MJQStudioWorks

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    Hi Mattlock, i send you a message here for a better support, check it.

     
  33. MJQStudioWorks

    MJQStudioWorks

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    Hi, Graham-B
    I send you a message here for a better support, check it.

     
  34. amarillosebas

    amarillosebas

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    Outlines don't work when depth of field (post processing stack) is enabled :(. They get blurred, even if the character is in correct focus distance. Any way to fix that?
     
  35. MJQStudioWorks

    MJQStudioWorks

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    Hi, amarillosebas
    I send you a message here for a better support, check it.

     
  36. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, RealToon 5.0.7 update is now available,
    check your email or check your Asset Packages.

    RealToon V5.0.7 Update.png
     
    Acissathar likes this.
  37. skrx1

    skrx1

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    Reflection: How to make the character mirror image positive?
     
  38. MJQStudioWorks

    MJQStudioWorks

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    Hi, I replied to your message, check your inbox.

     
    Last edited: May 11, 2020
  39. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, to those who use RealToon HDRP version.
    I advice you to re-update it now, this re-update includes the Motion Vector - Motion Blur and fix distort unity's TAA.

    Just go to your "Package Manager" or "My Asset" and then click "Update" then import and unpacked "RealToon HDRP" Package.

    Delete your current RealToon HDRP shader before you unpack.
     
    Last edited: May 11, 2020
  40. MJQStudioWorks

    MJQStudioWorks

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    Hi everyone, i made a short animated video and this time using HDRP.
    RealToon HDRP version shader on the Character.
    Unity HDRP shader on the environments.
    All are RealTime and at high quality.

     
  41. CRISTALSONIC

    CRISTALSONIC

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    so with the change from double sided to culling I have a problem.

    (see screen shot)

    the hair that stands up i should not be able to see trough the bottom I could fix this with double sided before but culling does not work as well
     

    Attached Files:

  42. MJQStudioWorks

    MJQStudioWorks

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    Hi, CRISTALSONIC

    Are you using RealToon HDRP?
    if you are, set culling to off, that means double sided.

     
  43. CRISTALSONIC

    CRISTALSONIC

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    yes i am. thanks
     
  44. Pollawat

    Pollawat

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    To be honest I'm not sure I'm understanding your "user guild" I try to follow it so many time but the object still turns pink.

    I'm currently using the HDRP with all updated, could you please tell me specifically how to import your asset into the HDRP?

    Thank you.
     
  45. MJQStudioWorks

    MJQStudioWorks

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    Hi Pollawat,
    It seems you forgot to check the part "how to access the shader".
    and you are accessing the non SRP version.

    *Be sure you've imported the folder "RealToon SRP" + "RealToon (User Guide).pdf"
    *Unpack "RealToon HDRP"
    *To access the shader: "HDRP > RealToon"




     
  46. H_Hazuki

    H_Hazuki

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    Hi, is it possible to make the shader ignore fog?
     
  47. MJQStudioWorks

    MJQStudioWorks

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    Hi H_Hazuki,
    What realtoon shader are you using?
    It is not possible,
    May i know why you want it to ignore the fog?

     
  48. Pollawat

    Pollawat

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    Hello again.

    First. Please don't get me wrong, It is not your fault or the asset, I just ask for an opinion.

    I try to follow your user guild again and I have failed again... maybe I too stupid... I don't know.

    Anyways, here is the thing:

    This scene I created using the ordinary 3D template. (Using Toony Colors Pro 2 by JMO)



    Here is what happens when I try to replicate it into the HDRP. (Using RealToon)



    I notice that something is not right.

    The old prefab


    The same prefab that I want to replicate


    As you can see here some of the shadows are not the same. What could I improve (setting) to make it look like one another in your opinion?


    Thank you.
     
    Last edited: May 22, 2020
  49. MJQStudioWorks

    MJQStudioWorks

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

     
  50. H_Hazuki

    H_Hazuki

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    Hi, I ma using the standard RealToon shader in defferred rendering. I want to ignore fog for very distant clouds. If it is not possible it is ok as I can move the clouds into the 3d skybox and have them less far. I really like the asset by the way, it is excellent!