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.
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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.
Hello, this is my problem.
Like i said, i can solve it with a little bit of code for camera call âEdgeDetectionâ, 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)
This is harder than it seems â to draw the line youâre looking for, youâd 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 âocclusion layerâ that shows where occluded shadows are found, then having post-processing (attached to the camera) actually draw the inner-lines to this âline layerâ attached to the camera and overlaid on the scene.
But there are major performance concerns there, so maybe thereâs a better way with Compute Shaders or LWRP / HDRP?
@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 canât make it match with the outline.
New
Hi !
I just wanna comeback to said this asset also worked well with other environment asset.
Still canât find out the way to draw the edge line (can but doesnât look good) but 10s on Paint/Photoshop solve everything. Great asset so far
Here is my result.
First off, thanks for the asset - itâs outstanding!
Iâm 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 donât have any real experience with shaders, so I havenât 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 Iâll keep experimenting.
Thanks for reading.
However I am encountering a problem with the Rim Lighting. When the camera moves ist changes very quickly, resulting in a âflickeringâ effect. You can see it here on the well model:
unhappyhorriblecoral
Is there any way to make this more smooth, so the change is less noticable?
That looks the VRoid exported characters? If so, do you have any tips specifically with them and RealToon? Assuming youâre using UniVRM and then just replacing their shader with RealToon?