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This repository has been archived by the owner on Dec 21, 2021. It is now read-only.

Releases: ACIIL/UnityChanToonShaderVer2_Project

Alpha Dither files split.

06 Aug 17:38
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By request split dither alpha into separate files from v2.0+ and reset Original alpha behavior in transClipping. Additional minor fixes to weird zwrite properties behavior and reduced dynamic shadow banding.

Installation:
First release of a asset package! Due to random behavior of unity not tracking differences at the start I will recommend deleting your /ACiiL folder before installing this. Or just follow the Github files and branch and download the raws as usual.

Quick fix VFACE mirror code.

15 Jun 02:48
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A Minor patch to address release branch now. You're only affected if using versions since v2.0.

A Quick update for vrchat updating unity which fixed VFACE and mirrors and broke a workaround.

-Disabled is front face code and dependent.
-Revert rim light mask to is facing away formula.

Clean up readme instructions and details

25 May 23:58
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Dev 2019 05 18 (#31)

* update & cleanup README.md.  General case.

UTS2-AC v2.0

30 Apr 14:30
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Version is v2.0, which means there's some loss of backwards compatibility.

Alpha settings and sliders have changed. Some other sliders for realtime shadows and mixing them have changed influence. Finally small changes to specular light balancing. So you will have to look at your materials after this update.

New features:

New ways to control rimlights and mix colors!
New environmental reflection feature. Used as a mask with rimlights to add a bit of detail or glossiness to rimlights.
Ability to reuse main texture on other effects.
Alpha handling has switched to alpha to coverage cutout dithering. Which is very strong for sorting and handling shadows at the cost of a screen space pattern.

GUI updated for the new settings
Shadow casting has changed with the new alpha methods, such as dither fading darkness by alpha or choosing to ignore shadow casting walls for face blushes and stuff to fight weird artifacts.

Change log:

  • Change shadow saturate mix setup and material defaults.
  • Change shadow minimal blackness formula.
  • Bugfix normalmap normalization vector. Should prevent cases of normalmaps causing "sparks" which bloom the specular.
  • Change GUI for new features.
  • Extend rimlight settings and features. New color mix modes, slider options, albedo blends.
  • Improve reusing of albedo textures without having to set all the slots.
  • Replace emission texture as mask.
  • New emission color texture.
  • Not backwards compatible new clipping slider range.
  • Not backwards compatible shadow darkness slider range.
  • New separate shadow clipping control option for "emote" surfaces.
  • Overhaul transClipping shadow cast to use dithering darkness like standard.
  • Overhaul transClippingFade so it uses dithering a2c cutout for sorting.
  • Implement simpler outline transClippingFade alphaToCoverage handling.
  • Safety lock so solid geometry shaders do not use alpha properties that always display.
  • New reflection environment map feature and settings.
  • New reflection environment mask onto rim light color.
  • Add backface light direction correction.
  • Fix and simplified add-pass brightness in alpha passes.
  • Replace tex2D as Samplers to extend ability to add texture features. Many textures and masks match the filter settings of mainTex.
  • Change transClipping queue order of transClippingFade to "AlphaTest+50" (and outline versions).
  • Refactor alpha handling code to remove their keywords.
  • Refactor for minor speedups.
  • Change Switch branching.
  • Implement code branching for mostly uniform data.
  • Improve highColor specular color mixing on albedo in not-additive mode. Slightly more energy correct.
  • Removed transparency shader.

UTS2-AC v1.5.1

19 Mar 20:01
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bugfix the ambient color missing.
refactor main include a bit.

UTS2-AC v1.5

16 Mar 03:53
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Add shadow cast saturation feature.
New experimental overbright light balancing methods.
Organize GUI settings, regrouped normalmap and lightColor types.
Update readme with changes and technical details.
Cleanup unused keywords from [toggle], enums, & useless defines which was found to be uploaded to vrchat when enabled.

UTS2-AC v1.4

19 Feb 21:43
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Carefully read the new readme. Install order and shader location has changed from the previous versions.
New readme will have considerable goto's for common problems friends and acquaintances experienced and directed to me. I hope the new readme helps study the mythology of UTS2! Be sure to go the official documentation from unity3d-jp and mainline UTS2 shader.

  • New folder structure. Clean out your old version first. See the readme.
  • New shader selection menu location. Now use UnityChainToonShader/ACiiL/.
  • VRchat shader fallback support.
  • Renamed shader files.
  • Renamed some shader properties. Need to redo some materials properties from prev version.
  • Massive code refactor for human readable and easier to work with & adopt.
  • Massive shader file and folder count simplification.
  • Better organized properties listing with categories to help setup order.
  • New readme with helpful tips and common setups problems listed.
  • New light attenuation split from shadow attenuation. Now two inputs adopted for usage.
  • Overhaul of light falloff and shadow intensity falloff upon the toon ramps.
  • New shadow falloff for add pass lights.
  • New option to control shadow blackness for poorly lit black shadow maps.
  • Fix backface rimlight and anti rimlight emission.
  • Fix highColor non-add mode so it correctly replaces source with its own colors.
  • Add Matcap mask and adopted matcap formula from UTS2 v2.0.5.
  • Rebuilt stencil properties for maximum potential. From VRCHAT shader community.

UCTS AC-1.3

01 Nov 17:14
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Please clean up your previously installed Unity Chan Shader 2 folder in toon\ before installing this shader.
I'm Uncertain to name Unity Chan Toon Shader: UTC, UTS, or UCTS? Expect renames later.
This branch uses UTS\UTC v2.0.4.

  • File cleanup, ONLY touched files this in branch are included. No support outside of these.
  • Baked lights (GI) now contribute light direction to shader!
  • Light direction fallback for base pass order: directional -> GI intensity -> Camera angle (ambient light worlds)
  • Vertex lights nows lighten more like delta pass dynamics.
  • Vrchat mirrors fix, low light quality set mirrors forces vertex lights, this shader now illuminates in that configuration.
  • Code clean up and light balancing.
  • Beginning overhaul of code from shader forge into human readable. Preparing for front end interface and code overhauls for #multi_compile optimizations.
  • Now completely pull request incompatible with original fork, Unity Chan Toon Shader +2.0.4
  • Fog support for outlines.
  • Fixed, rim light normal to light dot() emission error for camera and bad vertex normals. No more bloom sparks! This allows UTS to function in unclamped HDR color ranges. (Before the emission "sparks" were hidden by a final saturate().

Outlines light support & HDR lighting support

26 Aug 06:32
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• Outline now integrated into the lighting system
• vertex lights input added (needs work for a better toony style)
• optimization for outlines overdraw. Do not recommend outlines on transparency shaders.
• somewhat better transparency support for light sources
• outline fixes for mirrors and scaling thickness by distance
• light inputs now HDR. Shader will go to emission by light sources
• shader emission can come from combining outlines, shine, additive matcap, etc.
• shadow light attenuation fixes (this code will always change!), much better toon ramps
• fixed cases of bad face normals causing emission on the model
• rewriting the code away from shaderforge nodes into human readable
• something else missed that the commits will say...

functional release

14 Jun 12:03
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  • UTC shader variants that name ShadingGradMap should light correctly in most vrchat level scenarios.
  • Outlines are currently not corrected.
  • Purged all files except core toon shader asset files of the UTC204 project.