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RealToon V5.0.11 (HDRP)
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Requirements/Recommendations
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RealToon HDRP packages:
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Unity 2023 and below:
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*(HDRP 12 and 13) is for unity 2021.2.0 to 2022.1.X
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*(HDRP 14 and 15) is for unity 2022.2.0 to 2022.3.X
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*(HDRP 15 and 16) is for unity 2022.3.0 to 2023.2.X
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Unity 6:
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*HDRP - Unity 6.0 to Later
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Note:
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*How to download, import and unpack RealToon (HDRP) Shader Packages Video Tutorial:
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https://www.youtube.com/watch?v=JVlbOYi2V3M&t=157s
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*DXR/Raytracing is supported.
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- Unity uses DXR and it will work on all GPUs that supports raytracing.
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*Tessellation version is still in development.
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*All lights are supported: Direction, Point, Spot and Arealight.
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*Light layers is possible to use.
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*Use RealToon + Unity's HDRP shaders is possible too.
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*Hover your mouse to an option or feature name for
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option description and infos.
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*There's a RealToon HDRP user guide or documentation included as text file.
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*If you encounter any errors/problems or something just email me.
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Note and reminder about Raytracing
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*Raytracing Shadow and Raytracing Global Illumination does not yet reflect to Raytraced Reflection surface. (HDRP 8 and HDRP 7)
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*Only non raytraced shadow and non raytraced global illumination can reflect to Raytraced Reflection surface at the moment.
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(HDRP 8 and HDRP 7)
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*Fade Transparency or Transparent does not yet reflect to Raytraced Reflection surface.
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*Opaque objects and transparent type Alpha clip or Cutout transparent can reflect to Raytraced Reflection surface and can bounce light at the moment.
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*In recursive rendering, transparency can be visible to reflective object but can't receive raytraced global illumination.
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RealToon HDRP current issues
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[For Outline] [Traditional]
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*In normal or opaque state, far fog will overlap but if there is an opaque object behind, far fog will not overlap.
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*In 'Transparent Mode' far fog will not overlap."
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*Currently, there is no HDRP line code or function to mask this.
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*Currently in raytracing mode, outline will not reflect to Raytraced Relfection surface, to have an outline in a Raytraced Relfection surface, use "Rimlight" as an alternative outline, just changed the "Power" value to negative 1 then enable "Rim Light in Light".
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[For Arealight (HDRP 15 and Below]
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*If the size of a Rect type arealight is too un-even like 'X:30 | Y:1' the light falloff will cause some noise.
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*Current arealight light falloff is just a temporary solution.
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*"Tube Light Falloff" option is a temporary option for Arealight Tube Type light falloff.
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*These current issues only applies when "Area Light Smooth Look" option disabled.
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*Arealight currently in beta, if you want or planned to use it just enable "Enable Area Light" under the category "Lighting".
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RealToon V5.0.11 (HDRP) (Quick Guide)
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How to use RealToon Effect - DeNorSob Outline
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1. Go to "GameObject" > "Volume" then click "Global Volume".
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2. Then next click "Global Volume" in the "Hierarchy" or in the scene.
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3. Click "New", this will create a "Global Volume Profile".
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4. Click "Add Override" then go to "Post-Processing" > "RealToon" > "DeNorSob Outline".
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* Then next we will add that effect in the "Custom Post Process Order" so that the effect will work.
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5. To add Go to "Edit" > "Project Settings" > "HDRP Default Settings" then scroll down to "Custom Post Process Order".
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6-b. Next click the "+" sign under the "AfterOpaqueAndSky " then click "RealToon.Effects.DeNorSobOutline". (This one is for HDRP 10 to later versions)
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* Now the effect works.
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###########################################################
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If you are planning to use the effect in making games or make a build.
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###########################################################
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1.Go to "Edit" > "Project Settings" then "Graphics".
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2.After that add 1 to the "Size" under "Always Included Shaders", now it adds another element.
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3.Click the last element then search for "DeNorSob Outline" then click it.
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*Now the effect will be included in a build.
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If you want to color shadow using texture and want to just color shadow without the main/base texture.
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1. Enable "Shadow Color Texture".
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2. Go to "Shadow" > "Shadow Color Texture".
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3. Search click the property "Shadow Color Texture".
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4. Search for the texture you want to use to color the shadow.
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*Just empty the "Shadow Color Texture" if you want to only color it using these properties,
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"Overall Shadow Color", "Self Shadow - Color" or "ShadowT - Color".
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How to properly use RealToon's "Reduce Shadow" option in HDRP
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*The Directional lights in HDRP don't have bias option, means no requirements.
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*For Punctual lights {Point and Spot lights} and Arealight do have "Near Plane" option, it is somewhat the same as "Bias".
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still no requirements but adjust "Near Plane" if needed to balance.
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1. Just change the "Reduce Shadow" option value, thats it.
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[Unity HDRP] How to add fogs, shadows, skies and other features in the scene
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1. Go to "GameObject" > "Volume" then click "Global Volume".
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2. Then next click "Global Volume" in the "Hierarchy" or in the scene.
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3. Click "New", this will create a "Global Volume Profile". or just click "Profile" and choose the other profile you've created.
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4. Click "Add Override" to add those features you want.
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[Unity HDRP] How to change and adjust the default global volume profile
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1.Go to "Edit" > "Project Settings" then "HDRP Default Settings".
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2.Go to "Volume Components" then change,add or remove the features you want.
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3.Click "New" if you want to create another "Default Volume Profile Asset" or just click it then search for other profiles.
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*This is global means it will apply in all scenes with or without the "Global Volume" game object.
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[Unity HDRP] How to setup and enable DXR/Raytracing
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1.Go to "Window > Render Pipeline > HD Render Pipeline Wizard".
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2.Click "HDRP + DXR" tab under "Configuration Checking".
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3.Click "Fix All"
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4.After that it will enable all the necessary features.
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5.It will ask you to restart the editor, just click "Restart" or "Ok".
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6.Done.
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*Unity uses DXR and it will work on all GPUs that supports raytracing.
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[Unity HDRP] How to create your own Raytracing Override Volume
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1.Delete "DXR Settings Volume" in the "Hierarchy" window.
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2.Go to "Game Object > Volume > Global Volume".
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3.Rename your newly created volume.
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4.Click "New", this will create a new Volume Profile.
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5.Click "Add Override".
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6.Go to "Ray Tracing" and then select the raytracing features you want to use.
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7.Done.
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*For "Raytracing Reflection" go to "Lighting > Screen Space Reflection".
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[Unity HDRP] To access the HDRP main settings (Mostly for beginners)
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1.Go to "Edit" > "Project Settings" then click "Scriptable Render Pipeline Settings".
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* It will highlight that asset in the "Project Window".
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2.Click that asset.
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*This asset you can adjust the quality of the shadow and size of the shadow map, the number of lights and other advance options/features.
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*To know more about this, check the Unity's manual or watch some tutorial videos on youtube about HDRP.
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===========================================================
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For other option descriptions and uses, read the included
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"RealToon (User Guide).pdf" or click the "User Guide" under RealToon inspector.
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