Yes. Unity Pro users have access to the feature set that Unity free users do, plus
-soft shadows (nice fading shadows)
-light probes (integrate your characters with scene lighting)
-deferred lighting (many many lights)
-linear space rendering (gamma correct)
-Light maps with global illumination (better light maps)
-Post processing effects (image effects like tone mapping, glow etc)
Toon Shader Desktop supports all the above features, if you have Unity Pro.
Awesome work Ippokratis! I will be taking a look at this shader a little later this week but I have already purchased it. Hopefully as I experiment with it I will post results for others to see. I am looking for something similar to the effects of “Guilty Gear Xrd” but of course I am not expecting to get those results from the shader alone.
The thread about “Guilty Gear Xrd” is amazing.
In a nutshell, what you need to achieve this result besides this shader is :
-Two high poly models with uniform texel distribution, normal maps.
-Many animations of the above
-High res texture maps for the facial details, low res for the body - clothes (plain diffuse-no shading)
If you need help on tweaking the rendering parameters, feel free to contact me.
Update :
I uploaded the Toon Shader Manual on scribd, link is at the first post.
I also created a site for Toon Shader Desktop.
More support materials will follow.
Hi,
Thanks for your kind words.
As many people have noticed, the shaders look great but the promo is lacking. I am doing my best to create some promo material in my free time, which is very scarce. I had to choose either to release the shaders now and build promotion over time, or make a decent launch with all the promotional material in place, after 1-2 months.
I wish to thank the people who support my products despite the lack of marketing from my part - I am getting close to paying my rent I am trying now to compose mini tutorials, inspired by customers requests. Currently I am making a mini tutorial on how to create outlines over alpha.
Hellraizerhhh, creator of http://forum.unity3d.com/threads/169761-Arena-of-Champions kindly gave me permission to show some results from using toon shader desktop with some of his models. I will soon post some results (pics-vids-mini tutorial), here and on the site.
Hi,
The link you gave is a deleted file,
in any case Toon Shader Desktop (TSD) can use shadows.
In current version of Unity, only Pro users have access to shadows, so you will need TSD and Unity Pro.
Unity announced that they will let Unity Free users use hard shadows from version 4.2 on (it will appear soon).
If you have a model you want me to test, send a valid link and I will post here the results.
EDIT - The link on the other thread works - I will post the photos here in a while.
Hi,
You have to play with the settings a little, as described in the manual.
Also, setting ambient light to 0 brightness helps to distinguish the shadows.
I attach pics from the materials settings and the color settings I use.
Also, I set light brightness to 100% and light intensity to 0.5.
Hello, I forgot where I saw it but you mentioned how that the outline will shrink as you move farther away from the object, is there a way I can set it to where the outline remains the same thickness no matter how far away the camera is?
Hi,
One of the reasons I made this shader is to get rid of this outline behavior!
I had requests for this and I consider it a feature
You can adjust the outline thickness via script if you want
Pseudocode
-magic number depends on the mesh size and the camera field of view.
-outline width is accessible in renderer.material._Outline (a float, the “right” value depends on taste and mesh size)
I would really appreciate if someone wishes to share some pictures from models using these shaders. You can get some nice tips on how to make them function better this way.
Kind regards,
-Ippokratis
Hi,
I am very happy with the results of Toon Shader Desktop so far
It started more as an experiment “lets put all the crazy feats I can think of in a shader” and it sells enough copies to worth the time it took to develop it.
So thanks everybody for the support and I hope your projects using this shader will be successful too !
I also develop a new family of toon shaders for desktop, which will be included in the next release of Toon Shader Desktop. Release time unknown, I am still doing experiments. The idea is that you have a lit texture and a shadow texture, that are influenced by light position and a rim light that is view dependent. Here is an early example on dogzer’s base male package :