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Silent's Cel Shading Shader

Discussion in 'Tutorials and Tools' started by Silent, Nov 23, 2017.

  1. Rokk

    Rokk New Member

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    Rokk
    I like the way this one looks (the lighting is very good), but the Cutout version seems to lack an Alpha Cutoff slider. Additionally, the part that does get cut out leaves a transparent image behind:

    upload_2019-1-8_19-20-43.png

    Is there a way around this? The "TransparentCutout" rendering mode gives me dithered transparency, which I don't want either.
     
  2. Silent

    Silent Member

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    Hi! The latest version available on the repository will allow you to turn dithering in cutout off.

    One large change planned for release in 1.3 is a rework to how light directionality is handled. It should allow avatars in worlds with a mixture of baked and realtime light to handle it much better, similar to Standard, while still looking properly cel shaded!

    Unity_2019-01-10_03-14-45.jpg

    In this image, a baked light source from the left is contributing the most light, causing the shading to face it - but a magician is throwing shade from ahead. This is all designed to work fine with existing materials, too!
     
  3. Silent

    Silent Member

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    With the conclusion of a long testing period, I'm pleased to announce that 1.3 is ready for release!
    The latest version is available from GitLab in the main post, or here.
     
  4. emanracing95

    emanracing95 New Member

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    Hi Silent,

    Let me just say that I love your shader. However, I have noticed there is a problem that shows up when entering certain worlds or coming under certain lighting conditions, such as Cafe Leblanc. As you can see in the pictures, the shader is suppose to have a blue appearance for the hair, yet sometimes it appears white.

    blue hair.png
    white hair.png
    I should mention that the blue portion is a separate material (so is the white portion in the original picture). The rest of the body is texture atlased in blender.
    Here are the settings I used for the shader:
    hair shader.PNG
    hair shader 2.PNG
    Please help, I have tried to mess with the specular mapping a bit more and tried a few other settings, but to no avail. Thank you for your time.
     
  5. Silent

    Silent Member

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    Hi! Can you try the version available from here and see if it fixes the problem?
     
  6. Silent

    Silent Member

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    With the conclusion of a long testing period, I'm pleased to announce that 1.4 is ready for release!
    It features new features, and lots of internal improvements! For more details, check the release notes on the repository.

    [​IMG]

    [​IMG]

    The latest version is available from GitLab in the main post, or here.
     
    #26 Silent, Jun 7, 2019
    Last edited: Jun 7, 2019
  7. Willixir

    Willixir New Member

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    Hey there! This shader is amazing!! One big issue I'm having, however, is that when using Subsurface Scattering, there seems to be an odd line the draws through the scene that culls the SSS map. Is this a setting that I'm missing, or a bug with the shader? I'm using Unity 2018 as per the most recent VRchat update.

    upload_2020-4-4_21-16-25.png

    As an additional issue, it seems like the SSS map gets overlaid more like a fixed world decal rather than as an applied material. I tested this by rotating the model, and it didn't seem like the SSS map rotated properly with it

    upload_2020-4-4_21-24-26.png
    upload_2020-4-4_21-24-44.png
     
    #27 Willixir, Apr 5, 2020
    Last edited: Apr 5, 2020