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New Toon Shader for ShadowLamp without gradient. #2700

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kazu0617 opened this issue Jul 24, 2021 · 5 comments
Open

New Toon Shader for ShadowLamp without gradient. #2700

kazu0617 opened this issue Jul 24, 2021 · 5 comments
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Enhancement New feature or request Materials/Shaders Relating to Materials and Shaders

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@kazu0617
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Is your feature request related to a problem? Please describe.

It depends on the avatar, but especially for avatars that are optimized for UTS, one or two shadows are expressed with textures. It is not possible to reproduce these avatars perfectly in Neos due to the specifications of XiexeToon.

Relevant issues

Idk.

Describe the solution you'd like

I'd like to see a different approach to expressing Toon-like materials than XiexeToon. in the case of avatars based on UTS and other motifs, one or two shadows are expressed with textures. In the case of UTS avatars, one or two shadows are represented by textures, and if you want to recreate such avatars in Neos, you have to exclude one or two shadows.

XiexeToon's approach is certainly easy to understand, but I would like to see a shader with a different approach added (I think lilToon is a good candidate, but it's not limited to that).

Describe alternatives you've considered

Either give up on 1-shadow, 2-shadow, etc., or simply use color-based expressions.

Additional context

It would be great if you could dig it up after the URP support is done.

@kazu0617 kazu0617 added the Enhancement New feature or request label Jul 24, 2021
@shadowpanther shadowpanther added the Materials/Shaders Relating to Materials and Shaders label Jul 24, 2021
@emiru-jp
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SnapCrab_NoName_2021-7-28_19-56-1_No-00
Do you mean this?
hair shadow2P
This kind of shadow expression can be expressed by creating a gradation map.

@kazu0617
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kazu0617 commented Jul 28, 2021

Do you mean this?
This kind of shadow expression can be expressed by creating a gradation map.

いえ、UTSで説明するのであれば1st Shade Mapや2nd Shade Mapで色表現する際のベースとなるテクスチャが指定できる箇所が左にありますが、それのことです。
そこのテクスチャを専用のものに変更した場合、グラデーションマップで表現する影よりもよりリッチな影表現が可能となります。

No, if you are using UTS, there is a place on the left where you can specify the base texture for color expression in the 1st Shade Map and 2nd Shade Map.
If you change the texture there to a special one, you will be able to express shadows richer than those expressed by the gradient map.

@StarfishHidari
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I'd really like to have some form of shademapping support like what is present in UTS.
For others reading this issue, here's the link to the UTS github for more context on how the shademapping works;
https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project

@kazu0617
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kazu0617 commented Jul 28, 2021

I'm hanging this Issue because I think it's better to hang this story when we talk about UTS.

unity3d-jp/UnityChanToonShaderVer2_Project#80
unity3d-jp/UnityChanToonShaderVer2_Project#75

P.S. In addition, I'd like to add that it was mentioned in a previous issue that UTS can't be added due to licensing issues. #1479
In any case, I've heard that UTS code is in a magical world, and that's why I mentioned lilToon as a comparison.

lilToon is under MIT license, so it's clear from the license issue.

@s-ilent
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s-ilent commented Nov 30, 2021

You're welcome to propose adding support for a shader based on my project, SCSS. I believe it would be an ideal fit for Neos given the circumstances. It features feature parity with UCTS while maintaining an original implementation, support for HDR environments, MIT license, and other useful features. A direct conversion of a UCTS material into SCSS will look very similar.

https://gitlab.com/s-ilent/SCSS

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