Toony Colors Pro+Mobile 2

After months of work, I am very happy to announce the release of:
2005404--214933--forum_tcp2.png
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!

Get Toony Colors Pro 2 here on the Unity Asset Store
Check out the webplayer demos to see a glimpse of what you can do with Toony Colors Pro 2!

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

Shader Main Features

  • Ramp Shading (manual or texture based)
  • Bump/Normap maps
  • Specular (classic or cartoon)
  • Reflection
  • Reflection Probes (Unity 5 only)
  • Rim Lighting/Rim Outlines
  • Colorable Outlines
  • Blended Outlines

Extended Features in the Shader Generator:

  • Textured threshold (hand-painted like shading)
  • Detail Texture
  • Anisotropic Specular
  • Rim Reflection (Fresnel-like)
  • MatCap
  • Directional Ambient
  • Sketch Overlay
  • Alpha Blending/Testing
    …and MUCH more!

Screens


Beach Diorama WebPlayer demo


Animals Diorama WebPlayer demo


Unified Inspector and Shader Generator

Questions, bugs, comments ?
Feel free to answer to this thread or reach me by email ! :slight_smile:

Note: version 2 is a free update to all Toony Colors Pro+Mobile owners!

1 Like

wow reflection!!! awesome looking forward to this!!!

Toony Colors Pro+Mobile 2 has been released on the Unity Asset Store!
Get it here!
Or see more information here!

Enjoy! :slight_smile:

Looks great!

I got errors in the demo when i uncheck the “Outline”

Yes, I can finally use outline with hard edges!
Updating now. Thanks, really made my day!

Yes, on the web demo, if you uncheck all the features, then uncheck “Outline”, then a whole bunch of errors pop up. :eyes:

just tried out the update, very nice!

Looks great! Maybe add emission shaders?

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! :face_with_spiral_eyes:
Anyway…

You can generate your own TCP2 shaders with emission using the self-illumination feature of the Shader Generator!

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! :slight_smile:

I’m interested in your toon shaders, however I need them for car models. Are these meant for characters only?

They should work fine with non-characters meshes! :slight_smile:
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).

Its been a while. Just wondering if there was a way to change the width of outlines in certain areas? Maybe based on vertex color?

Also what about an unlit shader? Or shader that doesn’t have shadows but can still use the half-tone gradients, normal maps etc.

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 :slight_smile:

Hey, I was just wondering if there is any way I can get point lights to cast shadows on materials with these shaders. Or is that not a possibility?

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!

I’ve tried that and unfortunately it doesn’t seem to work.

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.

Thanks. For both the shaders and the help.

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!

Anyway I’m glad that it’s now working for you.