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***Read this document in other languages: [日本語](https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/master/README_ja.md).***
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***Read this document in other languages: [日本語版](https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/master/README_ja.md).***
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## 【Overview : What is UTS2?】
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**Unity-Chan Toon Shader 2.0(UTS2)** is a toon shader for images and video that is designed to meet the needs of creators working on cel-shaded 3DCG animations. UTS2 has great power and makes a wide variety of character designs possible, from cel-shaded to light novel illustration styles.
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## 【Overview : What is UTS2?】
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**Unity-Chan Toon Shader 2.0 (UTS2)** is a toon shader for images and video that is designed to meet the needs of creators working on cel-shaded 3DCG animations.
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Unlike other pre-render toon shaders, **all features can be adjusted in real time on Unity, which is the greatest feature of UTS2**.
UTS2 has the 3 basic layers of **Base Color**, **1st Shade Color**, and**2nd Shade Color**, colors and textures can also accept a wide variety of customization options, such as **High Color**, **Rim Light**, **MatCap** (sphere mapping), and **Emissive** (light emission).
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UTS2 has great power and makes a wide variety of character designs possible, **from cel-shaded to light novel illustration styles**.
The level of gradation between colors can also be adjusted in Unity in real-time.
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UTS2 has the 3 basic layers of **Base Color**, **1st Shade Color**, and **2nd Shade Color**, colors and textures can also accept a wide variety of customization options, such as **High Color**, **Rim Light**, **MatCap** (sphere mapping), and **Emissive** (light emission).
In animation production, color design is made for each part in each scene unit. It is common to have specialists who make these color designs. UTS2 is suitable for such pipelines.
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**The level of gradation (feather) between colors can also be adjusted in Unity in real-time**.
In animation production, color design is made for each part in each scene unit. It is common to have specialists who make these color designs. UTS2 is suitable for such pipelines.
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In Animation movies, shadows are used not only to represent light directions but also to clarify shapes of characters. It’s not just shadow, but a vital part of character design.
For this purpose, UTS2 also has 2 options for creating fixed shadows necessary to the design: the **Position Map**, which assigns a set casting point to each shadow, and the **Shading Grade Map**, which can adjust shadow intensity based on the lighting.
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For this purpose, UTS2 also has 2 options for creating fixed shadows necessary to the design: the **Position Map**, which assigns a set casting point to each shadow, and the **Shading Grade Map**, which can adjust shadow intensity based on the lighting. The movie above is a sample of the features of **Shading Grade Map and AngelRing**.
Finally, several techniques have been implemented to beautifully display characters in a variety of lighting environments, thanks to recent feedback from VRChat users.
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These two images are comparison between **Standard Shader** and **UTS2 v.2.0.7.5** under the same lighting conditions.
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Although there is a difference between Photo-realistic and Non-photo-realistic images, you can understand all surface reflections to real-time lights are seen in the same areas. **It means UTS2 can be used as same as Standard Shader under various lighting conditions.**
Finally, several techniques have been implemented to beautifully display characters in a variety of lighting environments, thanks to recent feedback from VRChat users.
When installing for the first time, simply drag and drop this package into Unity to begin the installation process.
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When over-writing a previous version, there is no problem with the same process, but if you want to pay close attention, so please take the following precautions:
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