New Toon Shader Features Discussion #1184
Replies: 9 comments 12 replies
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This might be best as a separate post/feature request because it can apply to other shaders/materials and it's about UI and not the shader itself, but right for two different views; a Simple view that only shows the most basic features most users will commonly use, and a Full view that shows all the features and options available. Right now the UI for the toon shader material is overwhelming, especially for new users. There is so much to it that it's quite possible for a new user to find it, see all the options, and go "I'm out" and not use it. Having a toggle to switch from a simple view to a full view would help a lot |
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This may be a wider request as well that applies to all shaders in general: I would certainly like to see every single texture input have its own individual |
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Packing StandardsCurrently the xiexie toon shader supports a PBR setup via the MetallicGlossMap. However, the MetallicGlossMap uses the channel packing standard of I would like to request synchronizing the new toon shader with PBS_Metallic's packing standard which is: MatcapsAs far as direct features the first thing that comes to mind is better matcap support in the toon shader. The ability to control the way a matcap blends with a shader would be nice, choosing whether its additive, multiplicative, etc. Most useful though would be the ability to mask matcaps with a texture. This is a request I've heard from a ton of users, new and old alike so I'd like to suggest it. Optimally it would be a setup where white is just the matcap and with black the matcap has no influence over the texture. In a perfect world I would love to have support for up to 4 matcaps and a colored matcap mask where each channel of the mask texture would be used to control a matcap's influence over a given area. I would advocate for supporting multiple matcaps on a material as it allows for quite a wide variety of materials to be represented in a toon styled way on one material. |
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I'd be interested to see some type of screen-space pattern or mask that can be applied to shading to further stylize shadows/highlights. In particular I'm thinking of cross-hatching or screen print dots and similar stylization effects. I'm not really sure of the best way to implement this. I'll have to look up some shaders with examples but I can imagine:
Edit: I came across a handful of shader examples showing the types of styles I have in mind: https://spite.github.io/sketch/ |
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There's definitely a couple of important parts from Xixie that should be supported too. Mainly custom shadow ramps and outlines / outline masks. One addition I'd like to have for that is a way to specify variying thickness of the outline on different parts of a model, using an additional texture input. I would also definitely prefer the shader to not break when there's more than like, 4 lights affecting it. |
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Not to say that I'm biased, but stencil properties w/ ZTest would be a welcome addition. One major thing that this would enable would be features of drawn characters such as eyebrows which should draw above other parts of the character, along with other advanced stencil operations. Another often heard complaint is that there's no easy way to do glitter, though I'm not sure I'd consider it a staple of toon-specific shading rather than its own thing. |
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I stuck in following situation during importing assets or avatars that built for VRChat (or whatever using lilToon):
and why those are problem (for me):
in addition to that, lacking support for masking matcap on XiexeToon sometimes become a issue for porting. A Japanese community member has written article about "Frequently Asked Question" for XiexeToon which mentions some of mentioned above (and part of lilToon features). |
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One thing ive yet to see used on anything from our current xiexe toon is the matcap and subserface scattering parts. Seems out of place for the toon option. I also agree that the outline and shadow ramp are things that are used by most people withit. And to add on a nice addition would be lighting ramp. Basicly the same as color ramp but for light sources. That way if someone wanted to say only have 3 levels of brightness from light sources they could. It would also add to the toon effect |
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From what I have seen LilToon is the most popular Unity shader. I don't know anything else about it, however, based on this simple fact, the new shader for Resonite needs to do all the things LilToon does in the exact same way in order to bring in users. |
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I'm starting this discussion thread to start collecting feedback from users for what they want from our new toon shader.
Please note that we will not entertain any requests to implement shaders such as poiyomi, or any other specific shader for that matter. We may consider specific features you find useful from other shaders, but we will not be wholesale implementing these other shaders.
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