Cel shading problem with DXR

I was having a problem with light appearing to come from below with HDRP for characters in the shade. Could this be an instance of the same thing? I move the Sun around, so don’t use baking. E.g. with Sun on the face, things look good.
8415264--1112613--upload_2022-9-4_16-9-43.png

When in the shade a few frames earlier/later, the lower part of the face (e.g. the jaw line and lower cheeks) is brighter than the upper part of the face (e.g. just beneath the eyes). Its like there is a soft light shining up from below.
8415264--1112616--upload_2022-9-4_16-12-16.png

The character is running down the street with the sun shining from behind.
8415264--1112619--upload_2022-9-4_16-13-52.png

That looks like diffuse bounce lighting from below. If you look closely, it’s also present on the screenshot with the sun on the face.

In the case of GI it could just be your albedo is too high. Seems hard to avoid for PBR and DXR though.

For anime shading there’s https://assetstore.unity.com/packages/vfx/shaders/realtoon-an-anime-toon-shader-65518 which may or may not suit your needs (RTX/HDRP supported).

When using raytracing and PBR in HDRP it’s hard to advise if you are not doing the correct Lux/Exposure/Albedo values, and then rending the toon into emissive. It’s a complex subject to get right for anime / toon looks.

Thanks. I was using the RealToon shader, but I was having a lot of problem getting consistent lighting with the surroundings and the characters. I buy locations from the Asset store and use VRoid Studio to create the characters. I have had the most consistent results making everything use the same shaders. So I have given up on toon shading for the moment. Some people have achieved amazingly good quality results… x.com - maybe its the models, but I don’t know how to achieve that quality (what settings to use).

I also eventually want to do more facial expressions like blushes, tears on face, etc - so was planning to create a shader graph for the face that I can reuse across all characters. At the moment I tile the texture, but it means I cannot smoothly fade in a blush. (I may be going overboard for what I need! ;-). Sakura Rabbit does amazing work too - e.g. water on body - I want to do this for sweat and tears on the face. x.com

I still struggle. I appreciate its hard to give advice when so many settings. E.g. “…if you are not doing the correct Lux/Exposure/Albedo values…”. I have a set of characters. So I know they are all the same, I created a Shader Graph for the face - currently it just loads a texture map and a normal map (no emissions). The face looks good with light on it,

I have not been using exposure to adjust lighting more recently, but instead fiddling with Aperture and ISO on the Cinemachine virtual camera. Its easier to animate etc that using volumes (since its object properties). I will keep soldiering on. Maybe I set some bounce factor too high somewhere. So many settings! :wink:

@Win3xploder - thx - I will poke around with bounce lighting settings I can find.