
- #Toony colors pro backface culling how to
- #Toony colors pro backface culling generator
- #Toony colors pro backface culling update
- #Toony colors pro backface culling free

#Toony colors pro backface culling how to
#Toony colors pro backface culling update
When updating from v.2.0.4.3p1 or earlier, update the materials by selecting each material again from within the project window after overwriting and updating the shader.In v.2.0.5 or later, you can overwrite and update only the shader.Note on upgrading to version 2.0.9 directly 3-2.I uploaded the avatar to the VRChat server, and when I saw it on the HMD, the parallax between the left and right is appear in unexpected places.3.Solution to trouble cases sent to user support.2.Tips: Minimizing light slips when using multiple real-time point lights.【4:Increasing the bias of the directional light】.【3:Make artifacts disappear by adjusting BaseColor_Step/System Shadows Level 】.1.Tips: Minimizing the artifacts that appear at the edge of each color when using system shadow.Adding Built-in Light Direction as an advanced feature.Preventing overexposure when there are multiple bright lights in a scene :SceneLights Hi-Cut Filter.Adjusting the ambient blending:Unlit Intensity.Decide the light probe’s brightness :GI Intensity.12.“Environmental Lighting Contributions Setups” Menu.11.“LightColor Contribution to Materials” Menu.10.“DX11 Phong Tessellation Settings” Menu.Moving the outline away from the camera:Offset Outline with Camera Z-axis.Tracing baked vertices normals :Baked Normal for Outline.Adjusting the strength of outlines:Outline Sampler. #Toony colors pro backface culling update#

Then Unity should treat the asset as a new model where you can enable the optimization.

You can also try this alternative: export the smoothed mesh from Unity (with an OBJ exporter for example), and import it back directly in Unity. The process for each vertex is to take all the normals at that vertex (you should have multiple normals where there are hard edges), calculate the average vector from them, and assign that to the vertex's tangent. So the only solution I can see is to manually smooth the normals into the tangents through an external 3d modeling software, so that the smoothed model can be imported back in Unity as a whole model file (instead of just the mesh data). But it can't find the ones for the deleted GameObjects, hence the error!

My guess is that it then knows to which bones these removed GameObjects corresponded against the original model file, but when you bring a new raw mesh asset (such as a smoothed one), Unity treats it as an entirely new mesh that expects a certain number of bones in the rig hierarchy.
#Toony colors pro backface culling free
Note: version 2 is a free update to all Toony Colors Pro+Mobile owners!Ĭlick to expand.I've never used that option, but from what I can read in the manual, it looks like it will optimize the rig so that empty GameObjects in the rig hierarchy won't be processed by the CPU anymore. Textured threshold (hand-painted like shading)įeel free to answer to this thread or reach me by email !
#Toony colors pro backface culling generator
Shader Generator Tool allowing you to create your own custom tailored shader choosing among dozens of featuresĮxtended Features in the Shader Generator:.Smoothed Normal Tool that encodes smoothed normals in an innovative way to fix broken hard-edge outlines!.Unified Material Inspector selecting the correct shader based on your settings!.Get Toony Colors Pro 2 here on the Unity Asset StoreĬheck out the webplayer demos to see a glimpse of what you can do with Toony Colors Pro 2!
