Just to make sure, does your realtime Multi-Lighting feature, work on mobile platform? or is it just for PC. Every toon shaders I’ve tested told me it could handle multi-lighting, but turned out such feature is for standalone build only.
Hi BRiSA,
Yep it does work.
Here’s a screenshot, running on my android phone.
RealToon Latest Update.
1 directional light and 2 pointlight, but having multiple lights on mobile is expensive especially shadow enabled.
This looks awesome! – thanks for the hard work! – This is a really great-looking shader!
There’s only one nitpick I have (which seems to plague all toon shaders), and that’s how the thick outline creates artifacts on low-poly models. In places where there are sharp angles (and thus sharp changes in the model’s normals), the outline doesn’t “connect” to the rest of the character due to the backfaces being culled in places where the outline “hull” is expanded (as the angle of the differences in the normals of the two models as they’re expanded gets too big), and this gets worse as the outline increases in thickness.
Here it is with even a “normal” outline:
After looking into shaders heavily, I’ve found that this can be fixed on the shader level, with a little help from the artist. The artist would provide one of two things:
-
a separate set of perfectly-smoothed normals (which are unaffected by the scaling of the outline “hull” model because they always point the same direction as the outline-hull regardless of its scale)
-
OR – a “tweak” texture or channel that will “shift” the outline “hull” verts at those pixel-to-UV coordinates back closer to the center of the original model in screen-space. This will prevent the backface “culling” of those faces a lot better (especially where there are sharp edges that are heavily “expanded” via a very-thick outline).
Would you be willing to support the use of a separate set of normals (or a “tweak” texture?) to fix the thicker outlines’ backface-culling issues? This is helpful in problem areas in the silohuette where outline faces vanish, thus the outline is broken as the tips/edges of sharp hair spikes or just doesn’t match up well.
This is the first shader I’ve ever bought, and I have high hopes you can help me! – I plan to use this for low-poly models so this is very important to my workflow. Perhaps it’s possible for tesselation to help a little, but I’m not sure. For times when “look” is important – this is the shader I’d want to use, and outlines are very important for me. It seems like NOBODY has got them right yet. D:
Hi awesomedata,
I thought of it many times especially this outline artifacts, untill now.
I’m also doing some experiment about it.
There are some things that i need to understand for me to go deeper.
I might/will try that texture thing or tweaks you said and might include it in the upcoming updates or future updates.
Thank you for the post and using realtoon =)
Thanks, that means a lot.
Btw – I’m having trouble with the cutout version of the shader:
It looks even worse with outlines:
Obviously, it should look more like this (but with outlines and shadows):
The bottom-most image is using a simple “Unlit/Transparent Cutout” shader. Perhaps you can include a better-looking cutout effect that takes into account transparency/anti-aliasing from the texture possibly?
Hi awesomedata,
*Does the texture have alpha?
*There’s an option “Alpha Base Cutout” there, if that is unchecked it will use the color of the texture, if it is checked it will use the Alpha of the texture.
*Try to uncheck and check “Alpha Base Cutout” again.
*For better transparency/transparent, use “Fade Transparency” but there will be no Outline & Receive Shadow but it can cast shadow.
Let me know if still occurs.
=============================================
I’m also working on adding an option to use only the “Secondary Cutout” for more control/custom cutout, it will be included in the upcoming update.
Thank you for this, it helps me to fix some problem.
==============================================================
Can you send me that model or at least a link to where to download it (“If there is”)
for me to test it here or check? if its okay to you
Really strange! – I’m not sure what happened, but I think it was selecting the wrong texture and applying it to the same material every time I changed shaders! Apparently the two textures were named the same thing upon importing it. Although each texture was in a different folder, I guess Unity Editor thought it was the same texture internally for some reason (despite it being a different folder location!)
Sorry for bothering you about this! – Totally user “error” in this case!
So far, this shader is really nice! – Thanks for making it!
There are a few things I’m still trying to learn how to make Realtoon do. For example, the eyes being in front of the hair, and then animating them via transform. Is it possible to do something like the following (and still keep the eyes in front of the hair?):
Also, I really hope you’re still considering a way to make the outlines fit the model more closely!
I don’t mind painting the verts of the model where the outline verts should stick more closely to the model (or where it should push the verts farther away, such as in more subtle areas [like the nose] where you actually DO want the outline to disappear in many cases). I can’t remember if you can pass in a mesh to a shader (or a list of verts) from another object, but another possibility is to define an alternate “outline” mesh (with flipped normals) that the user could tweak in problem areas in their modeling tool, or with a tool like Polybrush (since it’s free now.) This is probably a more straightforward approach than vertex painting in a channel, but I’m not sure how it might affect performance.
Let me know what you think!
Hi awesomedata,
*Its okay and no problem, hope it is okay now .
*Thanks for sharing it will/might help me to do or add something new.
*I added something for the outline using texture, it might be available in the upcoming update.
Hey.
When I update my project to Unity 2018.1 the shader starts making me some issues.
Shader error in ‘RealToon/Version 4/No Outline/Default’: syntax error: unexpected token ‘;’ at line 552 (on d3d11)
Compiling Vertex program with UNITY_PASS_FORWARDADD POINT SHADOWS_CUBE
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
Can you tell what happens, and how to fix this?
Any progress on this?
hi, maybe the shader files did not update.
try reimport realtoon again.
Hi awesomedata,
Realtoon v4.0.3 update is already released.
That’s strange – it definitely wasn’t showing on my end. D:
So how might one use the texture to “fix” the outline normals with the new version? – Is there an example model with the fixed outline points provided in the new version?
Also, you never replied about this, but I was still wondering about the UV-manipulated eyes example in the below post. Is there something showing an example of these types of eyes being shown in front of the hair?
Hi,
About the eyes visible in front of the hair, you can already do that by using the “See Through” option in the shader.
see the “See Through Example” scene.
About the outline, there’s a new control/option i called it “Width Control (Texture)”.
see RealToon (User Guide).pdf about it.
If you need help about it, just tell.
Thanks for that! – I’ve been playing with the shaders/shadows for a while now and totally didn’t notice the “see through” option (mainly because I’ve been having fun with the shadow styling).
Regarding the outline width, I will definitely check out to see how the texture affects the offset/scaling of the verts as soon as I get a moment. Am I correct to assume that this can “push/pull” the verts closer to the model as well, while still maintaining the outline width if I wish? (I’ve yet to pull in the pdf, but that’s what I’m after mainly!)
One last question – do you plan to make this Shader-Graph compatible for 2018.x at some point? I’m really looking forward to playing with the Scriptable Rendering Pipeline with this.
No. It looks like RealToon is not compatible with 2018.x at all.
Ther make some issues as I write before and turn to pink.
I test in different projects and problem is repetitive.
Hi, it is compatible,
I already tested it before i release it.
I’m using the first official unity3d release 2018-f2.
I also tested it again here updating from realtoon v4.1.2 to v4.0.3 and no problem to it.
What version of 2018 unity3d did you use?
*I recommend you to redownload realtoon be sure it is the new realtoon V4.0.3 update.
send me a screenshot of the line code of the shader that cause the error not the number.
send it to me by email.
Hope to hear from you soon.
Ok. I’ll happy to help with this bug catching.
Ok. Ill make a new fresh project in Unity 2018.1.0f2
Download only a RealToon.
And the problems appear again.
Maybe I should reinstall Unity?
But it is fresh and works fine… Except for this shader problem.
Do you have some idea what can cast this problem here?
That’s also my unity3d version.
It seems it downloads the RealToon V4.0.3 for unity3d 2017 instead the version for Unity3d 2018.
To me it works without a problem even updating.
Yep, try reinstall unity3d 2018.1.0f2.
Be sure your RealToon is updated to V4.0.3.
Update it first before you import/download.