Hits: 261Toony Colors Pro 2 v2.12.2For more details visit Asset Link: Important: You will need for this asset.Tested Screenshot(s) (If any):If YOU like 'The Public Unity Assets Library - 01 & 02'. So plz come forward and DONATE any Unity Asset for others to TEST before purchase! Don't forget to support the developers (as well)!
Please NO MORE Unity Assets REQUESTS. THANKS!!Torrent Hash: Credits to: @capsuleco + @dugdiamond!!!
Back again with another suggestion! I must be getting a bit annoying at this point. Hi Jean!I have a question about outlines and renderQueues.
(Well, I think it's related to the queue.)In my scene, I'm running into problems with the outline being rendered before other effects, like cloud systems (Enviro), despite the fact that the clouds are definitely further away from the camera.I've attached an image to help explain. The outline is set to opaque/#000000FF. Not quite sure what to make of this? Any suggestions? Is this something I should ask Enviro about instead?EDIT: Looks like it's the Fog script that is causing the trouble. It's rendering fog with a material at queue 3001, but if I change the TCP2 material's queue to more or less than 3001, it doesn't help the outline.Thanks for reading!
Unity Asset - Toony Colors Pro 2 V2.03 7
Hello Jean,I am having an issue with the toony color 2 shaders. In the 'stylization/outline' section of the shader, if I enable legacy outline and outline behind model is set to 'depth buffer' all shadows cast onto the object disappear, this is not the case when using the non legacy method. Is this an issue that can be resolved?The reason I want to use the legacy version is because I am using a custom material for the ground and there is render sorting issues with the outline in non legacy.I am using Unity 2017.1.0f3 and created the shader using the shader generator.Thanks in advance.- Tom. It seems that both your issues are linked: the fact that the legacy version does work with shadows is because it's rendering in the 'Transparent' queue, hence why it doesn't get sorting issues since it's rendered after the opaque objects.But that's also what makes it not get any shadows: in Unity, they don't work on transparent objects (i.e. In the 'Transparent' queue).Here's what you can try: use the non-legacy version of the outline, but then in your material set the render queue to a higher value.It should be 2000 by default, so any value over 2001, but less than 3000, should hopefully make that work.


Just ran across an issue with the WindWaker water shader which is included with the examples in the asset.I have a quad with a material which has that shader on it. I have the quad set as static. When I bake the lighting in my scene the quad with that shader ends up completely black. No other objects in my scene have this issue. This is using the default Unity quad, not a custom mesh.
I'm using the Progressive Lightmapper in Unity 2017.3. It is the unchanged WindWaker shader included with the asset, I have not modified it at all.Is this a known issue? Is there a way to fix it?Thanks for the great asset! It has really helped me with my current project. Backface Lighting is incorrectly implemented.This line:s.normalWorld.z.= vface;should be:s.normalWorld. Xyz.= vface;Flipping the z works if you're flipping the tangent space normal as the z is aligned to the surface normal. Flipping the world space z is just that, flipping the world space z.Alternatively you could use:// for forward baseVertexOutputForwardBase i = tcp2i.base;i.tangentToWorldAndPackedData2.= vface;// for forward addVertexOutputForwardAdd i = tcp2i.base;i.tangentToWorldAndLightDir2.= vface;That'll flip the vertex normal while keeping the normal maps tangent space x and y.The first option is likely more desirable for characters or other objects which have a normal map baked for that specific mesh.
The second is better for generic normal maps. Click to expand.I guess this is from a shader generated with the 'Standard PBS' template?I actually wasn't sure about this, it seemed that one way worked in some cases, and the other way in others. Your explanation makes sense now!I did add the option a while ago to choose between Z and XYZ in the 'Default' template, but didn't do it in the PBS one - I'll add that for the next update.Thanks for the heads up!EDIT: backface lighting has been fixed for the 'Standard PBS' template as of v2.3.391. From asset store about Toony Colors Pro:Version: (Mar 06, 2018)Size: 25.1 MbOriginally released: 12 April 2013Package has been submitted using Unity 4.5.5, 5.0.0, 5.3.0, 5.4.0, and 5.5.0 to improve compatibility within the range of these versions of Unity.It is assumed all versions are updated.Anyway the method to add properties to mobile shader (with Shader generator) is very unintuitive.Is it not easier to expose the options by default to the user? The outline option is not available by default.In my experience, contacting you by email is a waste of time, sorry. Click to expand.The outline option should be available in the Mobile shader by default, hence why I asked for you to send me the shader so that I can verify this. Or you can tell me the version of TCP2 by looking at its readme file, and I can then find it in my archives.If letting me help you is a waste of your time, then I'm sorry but there's nothing further I can do for you.If you are unhappy with your purchase, I'd be happy to allow a refund, provided that you bought it in the last 15 days.