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Discussion in 'Assets and Asset Store' started by Ippokratis, Jun 2, 2013.
Update is coming in July and resistance is futile.
I spoke with @Ippokratis by PM and he implanted the silhouetting, it seems to work as expected on the screenshots he sent me. I didn't have time to test the shader more in-depth though.
I am interested in this asset. Will I be able to pull shading like this? The model was rendered in blender. Thank you.
Hi, thanks for contacting me,
You can get a similar result. If you wish, send me the model at my email ippobour at gmail dot com
and I'll post some screenshots of the results.
Toon Shader Desktop update. Version 2.5 is submitted to the Asset Store:
- Unity 5.4+ compatibility.
- Matcaps do not rotate when camera rotates.
- Supports normal scale.
- Improved rim.
- Added Occlusion and occlusion strength parameters.
- Toon Shader Desktop price drop ( 20 euro ) for new customers, update is free for existing customers.
- Existing Toon Shader Mobile customers can upgrade to Toon Shader Desktop for 10 euro.
The updated Toon Shader Desktop 2.5 is now available at the asset store
Check it out !
Oh wow I lost this post a long time ago and only just found it again.
Being that this is a toon shader I expected to see hard edges between the light levels and a configurable amount of 1-5 levels for example, rather than smooth shading..
When I google toon shading I get this from wikipedia:
Is this possible with this asset?
Also I noticed that you mentioned alpha cutout double-sided. This is useful for sprites but where normal maps are used, one has to also reverse the normals when they flip the sprite (or when using any effects that show the backfaces like dissolve/cutaway).
Something along the lines of:
float3 n = UnpackNormal(text2D(_Bump, IN.uv_Bump));
o.Normal = dot(IN.viewDir, float3(0, 0, 1)) > 0 ? n : -n;
I'm curious if this functionality is already built in.
Also, is this shader compatible with Unity 5.5 & 5.6?
a. Yes, it is possible. You can send me a model of yours and I 'll send you back an image with the results. Or you might want to try yourself to get some results, using Toon Shader Free from my signature, which is free.
b. This shader is made for 3d models, not sprites - if you wish to purchase it and try to modify it for your project, go ahead, source is included.
Thanks for your reply. A sprite is basically a flat quad. Usually I add a normal map and turn cull off then reverse any normals facing away from the camera, but getting celshading in unity 5.5 is beyond me..
I'll try the free version. Is it missing any features from the full desktop version?
Also do you use deferred or forward rendering?
I downloaded the free version and it looks like there's just a vertex and fragment shader but no surface shader so no effect from lights in the scene or normal maps. I guess I will have to use another shader. Thanks anyway.
Sprites, on the geometry level, may be a quad, on the shader level they are a little more complicated (stencils->ordering).
Toon Shader Free is not the same as Toon Shader Desktop.
Lights ( forward and deferred ) and normals are only supported in Toon Shader Desktop (paid version-is a family of surface shaders).
To sum it up: If you need cell-shading for 3d models, this asset can serve you, if you need cell shading for sprites, look at other solutions.
I'm debating on buying this from the asset store but I wanted to make sure of something first. You said this does support lighting - so the objects using this shader can receive lighting from all light types (point, spotlight, directional) as well as have outlines? Do the outlines thin with the distance from camera or do they expand?
Reason I ask is because I am making a toon game with dynamic Time of Day so the lighting is constantly going to be changing. Also for areas like caves, shadows need to be cast and torches need to illuminate those areas. Can this shader do that?
- can receive lighting from all light types (point, spotlight, directional)
- has outlines that thin with the distance from the camera
If you need any other clarifications, let me know,
Hi - I've just bought Toon Shader Desktop.
I've been reading through the online manual, none of the files mentioned were included with my download and it seems to be out of date. Is this the only source of information because I can't seem to find any others or any tutorials
Thanks for contacting me.
You are welcome to address any questions you may have regarding Toon shader to my email, firstname.lastname@example.org
Does it work for VR?
Is it possible to change the thickness and fragment the outlines giving it a more Comic Drawing look?
It works for vr, you can change the thickness.
If you need to fragment the outlines just use hard edges on your modeling program of choice.
I've sent you an email with sobe doubts.
We want to achieve a visual look like this reference.
You got mail
Hi I bought the asset, and it's giving a lot of errors in 2019.1.9f. Is there a fix, or can I get a refund? Thank you!
Thanks for conatcting me, I 'll have a look at it ASAP.
Thanks, I’ll watch this thread
@nicmarxp, thanks for helping me decide to download unity v2019.
This is what I get when I open the Toon Shader Desktop:
A bunch of warnings regarding obsolete features found in standard image effects scripts and line endings.
I press the clear button and they disappear. I could detect no errors.
The included scene works ok, shaders work ok.
What errors did you discover?
Hmm, I don't have it open at the moment, but it looks like the same files, but it was errors, instead of warnings. I solved it by deleting all the files mentioned, and I also could see the demo scene. So not sure if any of those are needed?
Thanks for the quick support