rushoreo.blogg.se

Toony colors pro 2 download
Toony colors pro 2 download








toony colors pro 2 download

This blog post related to optimizing ShadowGun for mobile is still very relevant I think, despite the fast evolution of mobile specs.Ĭlick to expand.Yes, as Rusfighter said you might be able to do that with two outline passes: simply copy the Pass block (from TCP2_Outline.shader for example) and paste it in your new shader. You could also use light probes on unlit shaders with some tinkering, to get some dynamic lighting without any real-time light. Then it all depends on your art style: what's the best way to render it? how can you approach that goal while keeping high performance on your platform?įor a 3rd person game for example, you could use lightmaps + light probes for some "fake" dynamic lighting on the environments, and let the characters be real-time lit (with the main character having a few better features such as specular or normal maps). Surface shaders can perform well too for mobile though, depending on the target device, if for example you only have one directional light (and additional lights as vertex lit, there's the noforwardadd option for that). I wonder will multi compile cost appSize / performance,because each time I add a #multicompile,it doubles the possible shader number.Ĭlick to expand.Well, performance-wise unlit shaders (such as MatCap) will always be faster than lit ones in every situation.

toony colors pro 2 download

#Toony colors pro 2 download how to

I wonder if there is a better way to do this, because I don't know how to edit tangent in 3dsmax.Īlso,I have some questions about #multi compile in shader,Īre there any disadvantage to add many #multi compile in the shader?īecause I want to extend the shader to support more feature(for example, dissolve character),and I am developing for mobile device. So that the character model now having good rim lighting, Then in unity, I wrote simple script to copy vertex normal array from unifiedNormal.fbx,Īnd paste to the splittedVertexNormal.fbx 's tangent. One with splitted vertex normals, one with unified normals. So the only solution I have now is export 2 version of fbx from 3dsmax,

toony colors pro 2 download

I want to adjust the edge,so that edge looks good on some plane cloth.īut I could not find a way to edit tangents in 3dsmax. The shader use splitted vertex normals for lighting(direction/rim),Īnd unify vertex tangent for edge pass(so the edge will not break by splitted vertex normal). My only suggestion is to remove the outlines from the cape mesh and draw them on the texture directly, it's not perfect and you won't see outlines on the folds but it could still be better than no outline at all. its triangles don't intersect with each other) or if it's been designed to work with planar meshes only, but unfortunately I don't see any way to solve this in the shader. I don't know if the cloth system can be tweaked so that the mesh doesn't deform that much (i.e. The Toony Colors shader relies on the vertex normals and is culling front faces during the outline pass to give the outlining illusion and therefore you see artefacts. This is not visible normally due to backface culling, however if we reveal these backfaces with a debug shader, we can clearly see the intersection happening: Your cape mesh is not planar (it is more like a long thin box), and when it is deformed by the cloth system, its triangles are intersecting each other. I think I've found the problem, unfortunately I don't have any good solution to solve it!










Toony colors pro 2 download