[Released] FM COLOR : Toon Effect in 10 sec! and More Styles?


Webpage | Support: thelghome@gmail.com
Asset Store: http://u3d.as/1FFr

FM COLOR is a full-screen image post processing effect that provides you an easy option to enhance your 3D scenes!

Let’s make your game art with ease :wink:

  • 90+ LUT Templates (Customised LUT Supported)
  • Basic HSB
  • Pixelate Effect
  • Fresnel Effect
  • Fog
  • Grain Effect
  • Vignette Effect
  • Outline
  • FXAA
    -Lovely Demo Scene is included

Tested platforms: iOS / Android / Mac / PC / VR Headset / Oculus GO
Minimum Graphic API: OpenGLES3(or above) / Metal




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It’s finally available on Asset Store now!
Asset Store: http://u3d.as/1FFr

v1.01 updated & optimised demo

v1.1 added oil paint effect

Hi there!
Is there any chance you could share a WebGL demo of it? :slight_smile:

There is a tmp link with some presets. the value of those presets are targeting 1920x1080 screen, thus, you might have different result(oil paint effect) in webgl demo.
https://frozenmistadventure.github.io/demofmcolor/

Looks cool! Does it work with Oculus Quest please?

We tested on Oculus GO. Thus, it should be compatible with Quest in general.

[v1.18] submitted & will be available soon.
We’ve finally included Render Pipeline support! It’s an experimental feature now.
-Added Render Mode: FULL, FAST, URP
-Added Render Pipeline URP & HDRP supported(experiment)

We didn’t have a chance to test on PS4. Thus, we cannot provide a YES/NO answer.
If you have any chance to test it, we’d also like to know your result.

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Would you please email us for technical support? email: thelghome@gmail.com
I would like to know the render settings, graphic api…etc again, thanks for letting me know the issue and see if we can fix it.

Does this work on quest 2 in multi-view rendering for android?

For Quest VR, it requires multi-pass stereo rendering mode.
Edited 2021/04/09: it’s now supported single pass/multi view mode.

Just purchased now to test out.
Just tested this in Unity 2019.4.17 for android on quest 2 using Multi View rendering. Only works in one eye and other eye is black. Anyway to get this to work with multiview rendering? Multi-View on mobile vr should just be standard by now really since we need every little resource we can squeeze out.
When deving for mobile vr android we can’t use multi-pass rendering has to be multi view so we can render things out at 72 and 90 fps. Any help on this would be great. If I need to send along my invoice get a conversation going thru email or skype/discord etc be great. Thanks.

We understood your need, will investigate this feature soon.
You may also reach us via email: thelghome@gmail.com

Thanks for looking into that. Email Sent.

noted & received your email, we’ve also made some progress in single pass support.
We could send you some work-in-progress version soon.

That sounds great thanks for looking into that.

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Good news to you, now the single pass stereo rendering mode is supported (multi-view).
Please check it out from store.

I have a third person player in main camera, and with the main camera it has the FM Color script, how to I exclude the player being rendered by the FM Color script, using URP