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Toony colors pro backface culling
Toony colors pro backface culling






  1. #Toony colors pro backface culling how to
  2. #Toony colors pro backface culling generator
  3. #Toony colors pro backface culling update
  4. #Toony colors pro backface culling free

  • 【The Basics of Using the Step/Feather Sliders】.
  • “System Shadows : Self Shadows Receiving” Items.
  • 【Adjusting the different colors of point lights :Step Offset、PointLights Hi-Cut Filter】.
  • toony colors pro backface culling

  • 6.“MatCap : Texture Projection Settings” Menu.
  • 8.“Emissive : Self-luminescene Setings” Menu.
  • #Toony colors pro backface culling how to

  • How to create a texture with alpha channel.
  • #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#

  • When updating from v.2.0.4.3p1 or earlier, the sensitivity of the slider of HiColor_Power may be affected.
  • Please adjust according to the following.
  • If Is_SpecularToHighColor = OFF / Is_BlendAddToHiColor = 0FF, adjust the HiColor_Power value lower than before.
  • If you use Is_SpecularToHighColor = ON, there is no need to modify it.
  • Latest updates and version history can be found here README.md.
  • Introduction to Unity-Chan Toon Shader 2.
  • #Toony colors pro backface culling manual#.
  • #Toony colors pro backface culling update#.
  • #Toony colors pro backface culling how to#.
  • But that would only work if there's no data loss (rigging, materials, etc.) between the source model and the new one, which I'm unsure of.

    toony colors pro backface culling

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

    toony colors pro backface culling

    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!

    toony colors pro backface culling

    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!​








    Toony colors pro backface culling