Toon Shader Vrchat

2 views
Skip to first unread message

Sanna Pospicil

unread,
Aug 3, 2024, 4:54:51 PM8/3/24
to ressaiprogsupp

But what makes it really special is the shader inspector it comes with: 3 different views for the inspector based on the user experience, from the basic version where it only shows you some basic settings to not overwhelm a new user, up to the expert level where you can even play with stencils.

Tired of having to search around for toon ramps? Too annoying to go and searh that little ramp generator tool that is somewhere in your menus just for making a ramp that is only slightly different from the one you have?
Well, then you will like the integrated ramp generator available in the inspector itself.

Want to know more about the features? Check the official GitHub repository: GitHub - Cibbi/Toony-standard: A toon shader with standard elements for vrchat
It also has a wiki with a rough explanation of each shader feature available.

This System allows penetrative alignment across avatars in VRChat. It automatically aligns the penetrating mesh with the orifice marker when in range, and simulates penetration with smooth deformation of the penetrating mesh and orifice.

-System is limited to participation by one orifice and up to two penetrators per interaction. Other interactions that get too close to the system during use will cause alignment to fail. Have others using the system move a short distance away to resume alignment.

1.10: BIG UPDATE! Multiple compatibility fixes. Added wiggle penetrators. Added a basic toon shader option. Package now includes one human penis model. IMPORTANT! Penetrators from this update will not interact with orifices from the past update, and vice versa. Get your friends to update their orifices, It's drag and drop!

1.30: New penetrator tool should make custom penetrator creation significantly faster and easier. Improved deformation math. Improved code readability. YOU MUST DELETE THE OLD DYNAMICPENETRATIONSYSTEM FOLDER TO UPGRADE!

2022/06/14: 2.0.9 Release: new features added.* Changed release environment to Unity 2019.4.31f1, tested with Unity 2020.3.x LTS.* Single Pass Instanced rendering (also known as Stereo Instancing), support. See Unity Manual for supported platforms.* Note that the UnityPackages for UTS2 extra image effects has been removed as unsupported from this release.* Improved blending of extended outline objects with environmental lighting in environments without real-time directional lighting.

The successor version of the UTS (UnityChanToonShader) series is UnityToonShader; for the latest information on UTS for SRP, please refer to the following repository, too: -Technologies/com.unity.toonshader

- Final IK (optional)
-> -ik-14290

Important: Final IK is NOT required for the avatar to function in vrchat. The dummy scripts provided will be replaced with the proper scripts in game after upload. Keep note, if you wish to edit the IK components know that you will not be able to test their values in the unity editor without final IK in your project.

Note: If the avatars material appears pink/invisible you may need to reapply the shader to the material in the inspector. Navigate to the materials in Avatars/Asagao/Materials, select a material, then click on the shader dropdown list on the top of the inspector window and select Poiyomi Toon Outline.


- Terms of Use -

- Public uploads to VRChat are allowed only if the model has been significantly edited. Unedited public uploads are prohibited. Instead, please refer those interested to the public avatar link provided above.

- Modification outsourcing, including asset sharing, to third parties is permitted, provided that all recipients of the modified files own or have purchased a copy of the model for personal use.

Unity Toon Shader(Unity-Chan Toon Shader 3) is a toon shader for images and video that is designed to meet the needs of creators working on cel-shaded 3DCG animations. Unlike other pre-render toon shaders, all features can be adjusted in real time on Unity, which is the greatest feature of Unity Toon Shader..

This Toon shader is configured to easily produce all shadows essential to character designs, such as those that accentuate the form of various parts of a character model, without having to worry about the position and intensity of light sources. Shadow color settings can also be used to make it easy for the person responsible for color design to create shadows.

This shader also has 2 options for creating fixed shadows necessary to the design: the Position Map, which assigns a set casting point to each shadow, and the Shading Grade Map, which can adjust shadow intensity based on the lighting.
There are several other convenient tools for things like how visible eyes and eyebrows are through bangs, which can further emphasize an anime-style look.

In addition, Unity Toon Shader allows for non-photorealistic rendering (NPR) to create any picture-like element that can be made with Universal Render Pipeline/Lit shader that supports physical-based rendering (PBR).

This manual focuses on the latest version of Unity Toon Shader: Unity Toon Shader v.0.5.0-preview.
In this manual, the screen of Unity Toon Shader for Universal Render Pipeline is used as an example, but the ones for the Legacy (Built-in) and HDRP versions are alomost the same with URP, so please read it accordingly.

You can start using Unity Toon Shader by assigning the Toon shader in the Universal Render Pipeline group to a new material in the Shaders menu of the Material Inspector. Here are the steps to take.

Unitychan Toon Shader v.2.0.7.5, predecessor of Unity Toon Shader, consisted of various specialized feature shaders. Now, all the shaders are integrated into two uber shaders. The difference between two shaders is just one is ready for tessellation but the other is not..

Original UTS2 v.2.0.7.5 has two workflow modes, the DoubleShadeWithFeather shader and its more advanced version, the ShadingGradeMap shader. In Unity Toon Shader, you can switch between these two shaders by selecting Workflow Mode, which is almost at the top of the Material Inspector.

Special functions such as stencils, various cutouts, and transparent functions, which previously required switching the Unity Toon Shader shader itself according to the combination of each function, are now all grouped together in the Basic Shader Settings menu as operation modes.
Users can freely combine the functions they want by activating each operating mode.

The UTS2 v.2.0.7.5 materials for Lecgacy pipeline are compatible with the Unity Toon Shader materials in terms of material property settings.
Therefore, if you copy the UTS2 into the Universal Render Pipeline environment and switch the shader to Universal Render Pipeline/Toon, the values of the workflow mode, texture name, blur stage, etc., will be reflected as they are.

For the special functions such as Stencil and Cutoff that were switched according to the shader file in UTS2 v.2.0.7.5, follow the above steps to activate each operating mode from the Basic Shader Settings menu.

Both types have the same basic features, so the same look can be achieved with either type by matching the color (_Step) and gradation (_Feather) values.
Choosing which workflow to use is a matter of personal taste, but generally DoubleShadeWithFeather is more suited to cel styles that need sharp, well defined colors, while ShadingGradeMap may be better for illustrated styles where the colors are more blurred together.

For the legacy UTS2 v.2.0.7.5, the shader-specific special features that were distinguished by suffix names such as Transparent, StencilMask, StencilOut, Clipping, or TransClipping, you can enable them from the settings of each special feature mode in the Basic Shader Settings for Unity Toon Shader.

Note If you are using the Material Inspector in the All Properties view, please click the Change CustomUI button to return to the Unity Toon Shader Custom Inspector view after changing all modes. Returning to the Unity Toon Shader Custom Inspector view, the required shader keywords are set and each operating mode is enabled.

If Auto Queue is set to Active, the best Render Queue will be set.
If you are stacking multiple translucent materials and the rendering order doesn't look correct, you should set the Auto Queue to Off to set a custom render queue. Set the value to Render Queue as appropriate to achieve correct drawing.
If you want to learn more about the values you set for the Render Queue, refer to the item Rendering Order - Queue tag from Unity manual.

Set the Stencil Mode to add the stencil function. By using the stencil function, you can create an expression such as eyebrows that penetrate the bangs, which is often used in anime and illustration expressions.

[Note] This feature is solely for Legacy (Built-in), Universal RP. UTS/HDRP version is not ready for Stencil feature as stencil buffer is used for other purpose inside HDRP. There is no plans to implement stencil feature for UTS/HDRP version. If stencil features are necessary, please consider to use legacy (Built-in) or Universal RP. The feature difference among render pipelines are noted in Feature Model.

The basic shader function can have a clipping mask by activating each function from Clipping Mode or Trans Clipping. Clipping masks allow you to cut out textures (called as cutouts or dissolves).

You can restore the UI style of Inspector with the Change CustomUI button.
Some of the settings in the Inspector of property list type are validated by going back to the Unity Toon Shader Custom Inspector. Therefore, it is strongly recommended that you usually use the Unity Toon Shader Custom Inspector.

c80f0f1006
Reply all
Reply to author
Forward
0 new messages