Toony Colors Pro+Mobile: Cartoon Shaders pack with lots of features!

EDIT:
Toony Colors Pro+Mobile 2 has been released: check it out here!

Following the success of the free Toony Colors Shaders, I decided to expand them with more features and mobile compatibility!

So I present to you Toony Colors Pro+Mobile!
(formerly Toony Gooch Pro+Mobile)

Pro because there are a lot more features to them, notably:
- normal/bump maps
- specular (with alpha masking)
- backfaces outlines (fixed or constant sized, with optional correction for complex geometry)
- rim lighting

Mobile because they have been optimized to work well on mobile devices compared to the previous free version!

The package contains all combinations of the features and optimization techniques, so that you can find the shader you need for your design and performance needs! :wink:

Click here to take a look at the interactive WebPlayer Demo Scene!

Link to the Unity Asset Store

Feel free to comment if you have any question, suggestion or anything else to say!


Looks great - purchased, congrats for the release !

Thanks!

Just a heads up: Iā€™m working on better rim lighting performances on non-bumped shaders! (moving a bunch of stuff from fragment to vertex program!)
Stay tuned :wink:

Wow! Loved your cartoon packs!

Howā€™s the performance? How many draw calls per mesh?

[quote=ā€œcrafTDev, post:4, topic: 502465, username:crafTDevā€]
Howā€™s the performance? How many draw calls per mesh?
[/quote]Performances are generally good, a little slower for complex shaders (e.g. bump+specular+rim+outlines) but still much better than the previous free Toony Gooch pack!

As for draw calls, 1 per mesh with regular shaders, and 2 per mesh with outline shaders; though that wouldnā€™t say much: the outline pass is way faster than any of the lighting passes!

Hereā€™s the relative speed list, taken from the packā€™s ReadMe:

Though this list might change a little with the new rim lighting optimizations; Iā€™ll have to re-run the tests!

Version 1.1 with faster rim lighting has been submitted!

How much will this be after the sale?

[quote=Zen Davis, post: 1224627]
How much will this be after the sale?
[/quote]The sale has ended and the price is now 15$.
It can change in the future as I update the package with more features, but it is not planned so far.

Iā€™ve bee using the free version for a whileā€¦ once i saw this one i bought it with the speed of light, very good work!
Respect!

Great Toon shaders ! Thanks Jean.
Itā€™s very good to be able to use a light for changing the shadow orientation !

However I donā€™t understand why you use this kind of textures for the Toon Ramp parameter !?!
Iā€™m using other textures and I have a better render for a 3 levels effect for example.

6R

Thanks for the kind comments guys!

[quote=ā€œp6r, post:10, topic: 502465, username:p6rā€]
However I donā€™t understand why you use this kind of textures for the Toon Ramp parameter !?!
Iā€™m using other textures and I have a better render for a 3 levels effect for example.
[/quote]Not sure if youā€™re asking how the ramp textures work or if youā€™re just saying that the ones included arenā€™t that great; but anyways Iā€™d be glad to see what textures you came up with and see a screenshot of them applied on models to see that better rendering, if youā€™re willing to share! :slight_smile:

Iā€™m sure other users of the plugin would be thankful as well!

I have forgotten to say itā€™s great to be able to use the bump textures too !!!

With my current work on Cartoon renders for my ā€œ2D Props Makerā€ I had to do my own textures to add to the Unity Toon shaders. I have tried to apply similar textures to your shaders and it was better for my needs.
Here you can see the result on the coin from the ā€œItems and Props packā€ ! I use the same parameters (highlight color, shadow colorā€¦) but at the left side I have used MY texture for the toon ramp parameter and at the right side I have used YOUR 3 levels toon ramp texture :

On the scene I have only 1 directional light (intensity = 1.3 !)
1228004--51379--$tooneffectrenders.jpg

6R

Indeed it looks better in this case!
But 1.3 as intensity seems rather high to me, regular shaders tend to give some very bright results with intensities >= 1.0!

Anyways thatā€™s whatā€™s nice about these shaders: you can easily define your own ramp textures to change the whole feel of the shading :slight_smile:

Yes, your shaders are great because they allow us to modify a lot of things !!!

(Here it is 1.3 for light intensity because itā€™s nice on gold coins. But it works with less intensity too !) :wink:

6R

Would it be possible to combine your RimLight shader with the clipping plane shader (Clip.shader) from this post?
http://forum.unity3d.com/threads/34508-Simple-Cross-Section-Shader/page2?p=1157460&viewfull=1#post1157460

It would be quite useful, but I canā€™t be bothered to learn shader writing myself.

Really great looking shaders, Iā€™ll check them out soon.

Hmm, Iā€™m sorry but this one is quite complex and beyond my skills, and it wouldnā€™t be a matter of just copying/pasting some parts because Toony Gooch shaders are Surface ones, whereas this one is a vertex/fragment shader :neutral:
However it seems that the lighting calculation is done with the following code in the shader you posted:

float3 N = IN.normal.xyz;
N = mul(UNITY_MATRIX_IT_MV, float4(N, 1));
float diffuse = saturate(dot(glstate.light[0].position, N));

So changing that into a ramp-based lighting might be doable, though it would only work with one light and Iā€™m not sure of the compatibility with the different rendering modes of Unity!

Yeah, I figured it would be too complicated. Thanks for taking a look, though

Hey there!

Just wanted to show what Iā€™m working on for a future update of Toony Gooch Pro+Mobile: the ā€˜proā€™ version of the Rim Outlines feature from the free pack with controllable size/smoothness!

Please note that the image is animated and hence in 256 colors!

Is this something youā€™d be interested in? :wink:

Certainly would be useful.