After months of work, I am very happy to announce the release of:
stylized shaders suite
A big improvement from Toony Colors Pro 1 where everything has been rewritten from scratch! Toony Colors Pro+Mobile 2 is a suite of shaders and tools that will bring you everything you need to get stylized rendering! (also known as non-photorealistic rendering) Very easy to use, yet very extensive, you’ll get results in a few clicks!
Compatible with Unity 4.5+ and Unity 5!
Includes high-quality desktop and mobile optimized shaders!
100% working in Unity Free!
Features ● Unified Material Inspector selecting the correct shader based on your settings! ● Smoothed Normal Tool that encodes smoothed normals in an innovative way to fix broken hard-edge outlines! ● Shader Generator Tool allowing you to create your own custom tailored shader choosing among dozens of features
I’m looking to buy this asset for the second effect in this image:
I went to your example scenes on your website, and I couldn’t find anyway to switch to that example. I also have no idea if it’s a shader you have pre-made, or if not, what the process would be like to create it with your asset. Could I get some details on this? Is it an included shader or if not, what’s involved in making it? Thanks!
Hey, sorry for the late answer! For some reason even though I’m watching the thread I never got any alert or email about your posts on the thread!
Anyway…
These examples were made using various features of the Shader Generator!
The second example is using the textured threshold feature that uses a grayscale texture to add variance on the line separating shadows from highlight. You should find a couple example textures to use with this feature in the package.
In any case do not hesitate to contact me directly by email if I haven’t answered here fast enough!
They should work fine with non-characters meshes!
Actually the Smoothed Normals Utility is mostly useful for non-character meshes to fix outlines combined with hard-edge shading.
You have a lot of options available that could help with cars such as reflections or colored rim lighting (which can simulate the view-dependent color-shift seen on some car materials).
Changing width based on a vertex color is certainly possible, shoot me an email and I can get you in the right direction!
As for an unlit version, I don’t see how that would work. You could arguably make a fixed vector that would replace the light, but I don’t see any benefit in doing so.
The half-tone gradients need to know if there is light or not to calculate their rendering, and so do the normal maps.
If you have a clear view of how it would work, please elaborate and I’ll see what I can do
You can use the Shader Generator for that: in the Flags section, you have the “Full Forward Shadows” option.
Toggle it and it should enable point light shadows!
Try to also enable the “Add Shadow Passes” and see if it changes anything.
If it still doesn’t work, please send me an email with a sample scene that shows the problem so that I can take a deeper look at it (also let me know which version of Unity you are using!).
OK, so I got it to work. It turns out I have to generate the shader with just those two shadow options selected and nothing else changed from default. If I change any other option when creating the shader I get no shadows. Once it’s created I can go back and change whatever I want and the shadows will still work. Sounds like maybe a bug with your shader generator, but I don’t know enough about shaders to make that call. This is Unity 5.3.4f1, by the way.
I did some tests and couldn’t reproduce the issue, point light shadows were always working correctly when selecting the “Full Forward Shadows” option.
Hopefully that’s an isolated case!