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RealToon V5.0.11 (HDRP)
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Requirements/Recommendations
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RealToon HDRP packages:
Unity 2023 and below:
*(HDRP 12 and 13) is for unity 2021.2.0 to 2022.1.X
*(HDRP 14 and 15) is for unity 2022.2.0 to 2022.3.X
*(HDRP 15 and 16) is for unity 2022.3.0 to 2023.2.X
Unity 6:
*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:
https://www.youtube.com/watch?v=JVlbOYi2V3M&t=157s
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*DXR/Raytracing is supported.
- Unity uses DXR and it will work on all GPUs that supports raytracing.
*Tessellation version is still in development.
*All lights are supported: Direction, Point, Spot and Arealight.
*Light layers is possible to use.
*Use RealToon + Unity's HDRP shaders is possible too.
*Hover your mouse to an option or feature name for
option description and infos.
*There's a RealToon HDRP user guide or documentation included as text file.
*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)
*Only non raytraced shadow and non raytraced global illumination can reflect to Raytraced Reflection surface at the moment.
(HDRP 8 and HDRP 7)
*Fade Transparency or Transparent does not yet reflect to Raytraced Reflection surface.
*Opaque objects and transparent type Alpha clip or Cutout transparent can reflect to Raytraced Reflection surface and can bounce light at the moment.
*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]
*In normal or opaque state, far fog will overlap but if there is an opaque object behind, far fog will not overlap.
*In 'Transparent Mode' far fog will not overlap."
*Currently, there is no HDRP line code or function to mask this.
*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".
[For Arealight (HDRP 15 and Below]
*If the size of a Rect type arealight is too un-even like 'X:30 | Y:1' the light falloff will cause some noise.
*Current arealight light falloff is just a temporary solution.
*"Tube Light Falloff" option is a temporary option for Arealight Tube Type light falloff.
*These current issues only applies when "Area Light Smooth Look" option disabled.
*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".
2. Then next click "Global Volume" in the "Hierarchy" or in the scene.
3. Click "New", this will create a "Global Volume Profile".
4. Click "Add Override" then go to "Post-Processing" > "RealToon" > "DeNorSob Outline".
* Then next we will add that effect in the "Custom Post Process Order" so that the effect will work.
5. To add Go to "Edit" > "Project Settings" > "HDRP Default Settings" then scroll down to "Custom Post Process Order".
6-b. Next click the "+" sign under the "AfterOpaqueAndSky " then click "RealToon.Effects.DeNorSobOutline". (This one is for HDRP 10 to later versions)
* Now the effect works.
###########################################################
If you are planning to use the effect in making games or make a build.
###########################################################
1.Go to "Edit" > "Project Settings" then "Graphics".
2.After that add 1 to the "Size" under "Always Included Shaders", now it adds another element.
3.Click the last element then search for "DeNorSob Outline" then click it.
*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".
2. Go to "Shadow" > "Shadow Color Texture".
3. Search click the property "Shadow Color Texture".
4. Search for the texture you want to use to color the shadow.
*Just empty the "Shadow Color Texture" if you want to only color it using these properties,
"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.
*For Punctual lights {Point and Spot lights} and Arealight do have "Near Plane" option, it is somewhat the same as "Bias".
still no requirements but adjust "Near Plane" if needed to balance.
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".
2. Then next click "Global Volume" in the "Hierarchy" or in the scene.
3. Click "New", this will create a "Global Volume Profile". or just click "Profile" and choose the other profile you've created.
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".
2.Go to "Volume Components" then change,add or remove the features you want.
3.Click "New" if you want to create another "Default Volume Profile Asset" or just click it then search for other profiles.
*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".
2.Click "HDRP + DXR" tab under "Configuration Checking".
3.Click "Fix All"
4.After that it will enable all the necessary features.
5.It will ask you to restart the editor, just click "Restart" or "Ok".
6.Done.
*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.
2.Go to "Game Object > Volume > Global Volume".
3.Rename your newly created volume.
4.Click "New", this will create a new Volume Profile.
5.Click "Add Override".
6.Go to "Ray Tracing" and then select the raytracing features you want to use.
7.Done.
*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".
* It will highlight that asset in the "Project Window".
2.Click that asset.
*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.
*To know more about this, check the Unity's manual or watch some tutorial videos on youtube about HDRP.
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For other option descriptions and uses, read the included
"RealToon (User Guide).pdf" or click the "User Guide" under RealToon inspector.
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RealToon V5.0.8 (LWRP)
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Note:
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RealToon LWRP will not be updated anymore.
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(To use this you need):
*Unity 2018 with LWRP version 4.0.0 or latest Unity & LWRP Version.
How To Update LWRP:
1.Go to Window > Package Manager.
2.Select "All" then select "Lightweight Render" and select "Version 4.0.0" or latest.
3.Click "Update" or "Update To".

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RealToon V5.0.11 (URP)
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Note:
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URP is universal, from mobile, console to high end.
Shadow for Pointlight is not available on older URP versions.
Tessellation will be coming soon.
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*How to download, import and unpack RealToon (URP) Shader Packages Video Tutorial:
https://www.youtube.com/watch?v=JVlbOYi2V3M&t=83s
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