RealToon (An AAA Toon/Anime Shader and Stylized)

Hi , excuse me, my project has to stay in built in RP for some reason, so I want to know, Can the display of the cutout outline in built-in realtoon be fixed? Or is it that only URP can be used to avoid this problem?

As of now i’m still checking it and what i can do to fix it.
For now you can RealToon URP or RealToon HDRP.

Hi, thank you for reporting this, i’ll look into it.
Take note, before you can use the On shader Screen Space Outline, you need to enable the Depth Texture.
It is on your project current URP Asset Settings.

Hi, sorry for the late reply,
May i know what Rendering Pipeline is your project using and what unity version and realtoon version?
Does your object has a proper Normals/Vertex Normals?

Sir, I am using deferred urp14, and I checked your code, you commented the ssol function so it wouldn’t render the effect. And I enabled them again, they start to work but if I move so fast, the outline would not follow sync but with a lag.

Thanks for your reply. If the cutout problem in the built-in pipeline can be fixed, I will continue to use the built-in and wait for the fix. Because I have a lot of assets and plug-ins, they all rely on the built-in pipeline.

Hi everyone, to those who use Unity 6, SSAO, DeNorSob Outline on URP 17 [Deferred],
I recommend you to Reupdate - Redownload your RealToon 5.0.9.
It will fix some minor issue on disable/enable SSAO and DeNorSob Outline - DepthNormals.

hello there
i’m having an issue with the shader, i purchased the shader, imported it and used it on the character and a small training ground scene, the game runs fine on PC (mid end pc) but when i export to android it becomes so laggy it barely runs, i made another build without the shader and it worked smoothly.
i’m using URP so it should be fine but its just heavy on performance.
what could be the issue ?
thanks in advance

really happy to hear so, looking forward to it

Hi, i send you a message.

Sorry for the late reply.
I’ll check this one.

It only occurs on build game? But on editor it works fine?

Hi everyone, to those who use URP 14 [Deferred], VRM and SwapShaderToRealToon Tool, i recommend you to re-update/re-download your RealToon 5.0.9.
It will fix some minor errors.

VRM users, i highly recommend to re-update/re-download your RealToon 5.0.9.

[For VRM/Vroid & RealToon users]
Some VRM models includes a texture that controls outline width, mostly on the face.

For Face:
Just put the texture M00_000_00_Face_00_out.linear to the RealToon Shader - Outline Control texture slot.

I didn’t build anything, all happened in editor. Maybe you forgot to remove the comment.

Hi, sorry for the late reply,
ssol, it is acutally commented, there is an option on the Outline section to enable the ssol, which means, once you click the enable Screen Space Outline in the Outline section it will remove the commented part.
I suggest not to uncomment it, let the RealToon Shader - Inspector do it.

I’m still on check the Screen Space Outline and doing some troubleshoot.

Hi, I’d like to apply Dither Transparency like the example of Mario Odyssey. The Near Fade Dithering works very well. So I think it’s possible if I touch that feature, can you give me any advice?

Hi, there is a Dither Transparency but it is under the Cutout feature and it is called Soft Cutout.

To enable just enable Fade Transparency then enable Cutout then enable Soft Cutout.

Hi, trying out the shader for the first time. In Unity 2022.3.20f1 HDRP I get flickering shadow islands in (VR) game view, while render in editor view seems ok. I also get two errors:

Summary

Shader error in ‘HDRP/RealToon/Version 5/Default’: ‘UnpackVaryingsMeshToFragInputs’: cannot convert from ‘struct PackedVaryingsToPS’ to ‘struct PackedVaryingsMeshToPS’ at Core/HDRP/Pass/RT_HDRP_DeOnPas.hlsl(65) (on d3d11)

and same with (52) - the first is in DepthOnly pass, the second in GBuffer

I am using several area lights with mixed lighting - I assume this is the reason? Problem occurs on an animated avatar with realtime lighting as well as on a static object with baked. A short video is here. In the video, you can see SSAO geometry in the flicker, but flickering persists even when disabling all features and turning off all additional functions in texture/shadow/lighting fields. Is there anything I can do about this?

Hi, thank you for reporting this.
Open the RT_HDRP_DeOnPas.hlsl file then go to the line 65, you do that by Ctrl + G and type 65, then send it to me what line it is, send it by message here for a better long message.

The same with the GBuffer.

Hi,there
I tried the fade transparency shader and found that it was the same as cutout, and the transparent pixels also retained normal information.
unity2022.3.50 built-in RP