diff --git a/com.unity.toonshader/Documentation~/AngelRing.md b/com.unity.toonshader/Documentation~/AngelRing.md index 01ba8ea34..e5bcacafe 100644 --- a/com.unity.toonshader/Documentation~/AngelRing.md +++ b/com.unity.toonshader/Documentation~/AngelRing.md @@ -1,6 +1,6 @@ # Angel Ring Projection Settings -The Angel Ring effect for UTS expresses shine or luster in hair. This effect always appears in a fixed position as seen from the Camera. Angel Ring requires the 2nd UV in the meshes. +The Angel Ring effect for UTS expresses shine or luster in hair. This effect always appears in a fixed position as seen from the camera. Angel Ring requires the 2nd UV in the meshes. ![The head of a chibi-style character with feathered hair and cat ears. The head is oriented from three angles: side, front, and back. In each angle, two bright highlights appear in the same place on the left and right.](images/AR_Image.png) @@ -16,16 +16,16 @@ Enable the Angel Ring effect for UTS, which expresses shine or luster in hair. ### Angel Ring -Angel Ring : Texture(sRGB) × Color(RGB). Default:Black. -By default, the **Unity Toon Shader** adds the color to the lighting results. Texture alpha channel doesn't affect. -Please refer to [Alpha Channel as Clipping Mask](#alpha-chennel-as-clipping-mask) when alpha clipping is desirable. +Angel Ring: Texture(sRGB) × Color(RGB). Default: Black. +By default, the **Unity Toon Shader** adds the color to the lighting results. The texture alpha channel has no effect. +Please refer to [Alpha Channel as Clipping Mask](#alpha-channel-as-clipping-mask) when alpha clipping is desirable. ![A dark square texture, with lighter v-shaped areas at the left and right edges.](images/para_height2.png)
Angel Ring Texture Example ### Offset U -Adjusts the Angel Ring’s shape in the horizontal direction. The range is from 0.0 to 0.5. The default is 0. -please refer to the image in [Offset V](#offset-v). +Adjusts the Angel Ring's shape in the horizontal direction. The range is from 0.0 to 0.5. The default is 0. +Please refer to the image in [Offset V](#offset-v). ### Offset V Adjusts the Angel Ring’s shape in the vertical direction. The range is from 0.0 to 1.0. The default is 0.3. diff --git a/com.unity.toonshader/Documentation~/Basic.md b/com.unity.toonshader/Documentation~/Basic.md index 87eb3fb39..aee32a68c 100644 --- a/com.unity.toonshader/Documentation~/Basic.md +++ b/com.unity.toonshader/Documentation~/Basic.md @@ -1,6 +1,6 @@ # Three Color Map and Control Map Settings -**Three Color Map and Control Map Settings** provide basic cell shading settings in the **Unity Toon Shader**. These settings allow you to control the rendering of light and shadow areas independent from the actual light color. UTS allows detailed control whether the directional light color effects on materials. Please refer to [Scene Light Effectiveness Settings](SceneLight.md). +**Three Color Map and Control Map Settings** provide basic cel-shading settings in the **Unity Toon Shader**. These settings allow you to control the rendering of light and shadow areas independently from the actual light color. UTS provides detailed control over whether the directional light color affects materials. Please refer to [Scene Light Effectiveness Settings](SceneLight.md) for more information. * [Three Basic Color Maps](#Three-basic-color-maps) * [Base Map](#base-map) @@ -21,7 +21,7 @@ ## Three Basic Color Maps ## Base Map -Base Color : Texture(sRGB) × Color(RGB). The default color is White. The base color represents the color of the unshaded area of object or character. +Base Color: Texture(sRGB) × Color(RGB). The default color is white. The base color represents the color of the unshaded areas of objects or characters. | Base Color Map (Face) | (Hair) | Result | | ---- | ---- |---- | @@ -29,11 +29,11 @@ Base Color : Texture(sRGB) × Color(RGB). The default color is White. The base c ### Apply to 1st Shading Map -Apply **Base Map** to the **1st Shading Map**. When you check **Apply to 1st Shading Map**, the texture map in **1st Shading Map** isn't applied for rendering and the Inspector Window disables its texture UI. +Apply **Base Map** to the **1st Shading Map**. When you check **Apply to 1st Shading Map**, the texture map in **1st Shading Map** is not applied for rendering and the Inspector window disables its texture UI. ## 1st Shading Map -The map used for the brighter portions of the shadow. Texture(sRGB) × Color(RGB). The default color is White. +The map used for the brighter portions of the shadow. Texture(sRGB) × Color(RGB). The default color is white. | **1st Shading Map** (Face) | (Hair) | Result | | ---- | ---- | ---- | @@ -41,11 +41,11 @@ The map used for the brighter portions of the shadow. Texture(sRGB) × Color(RGB ### Apply to 2nd Shading Map -Apply **Base Map** or the **1st Shading Map** to the **2nd Shading Map**. When you check the **Apply to 2nd Shading Map**, texture map in **2nd Shading Map** isn't applied for rendering and the Inspector Window disables its texture UI. +Apply **Base Map** or the **1st Shading Map** to the **2nd Shading Map**. When you check **Apply to 2nd Shading Map**, the texture map in **2nd Shading Map** is not applied for rendering and the Inspector window disables its texture UI. ### 2nd Shading Map -The map used for the darker portions of the shadow. Texture(sRGB) × Color(RGB). The default color is White. +The map used for the darker portions of the shadow. Texture(sRGB) × Color(RGB). The default color is white. | **2nd Shading Map** (Face) | (Hair) | Result | | ---- | ---- | ---- | @@ -53,13 +53,13 @@ The map used for the darker portions of the shadow. Texture(sRGB) × Color(RGB). ## Shadow Control Maps -Textures that dictates the fixed shadows of the material. +Textures that dictate the fixed shadows of the material. ### 1st Shading Position Map -Specify the position of fixed shadows that falls in 1st shade color areas in UV coordinates. **1st Position Map** : Texture(linear). +Specifies the position of fixed shadows that fall in 1st shade color areas in UV coordinates. **1st Position Map**: Texture(linear). ### 2nd Shading Position Map -Specify the position of fixed shadows that falls in 2nd shade color areas in UV coordinates. **2nd Position Map** : Texture(linear). +Specifies the position of fixed shadows that fall in 2nd shade color areas in UV coordinates. **2nd Position Map**: Texture(linear).

diff --git a/com.unity.toonshader/Documentation~/Emission.md b/com.unity.toonshader/Documentation~/Emission.md index eb01b5939..479544936 100644 --- a/com.unity.toonshader/Documentation~/Emission.md +++ b/com.unity.toonshader/Documentation~/Emission.md @@ -1,6 +1,6 @@ # Emission Settings -Emission controls the color and intensity of light emitted from the surface. When you use an emissive Material in your Scene, it appears as a visible source of light. The meshes appear to be self-illuminated. +Emission controls the color and intensity of light emitted from the surface. When you use an emissive material in your scene, it appears as a visible source of light. The meshes appear to be self-illuminated. [A chibi-style model standing between two red cubes, which light the model with emissive light.](images/EmissiveAnimation.png) @@ -27,7 +27,7 @@ Primarily used with the Bloom Post Effect and represents luminous objects. ![The Unity logo against a transparent background. The color fades from bright white at the center to black at the edges. The texture dimensions are 1024 x 1024, the texture size is 1.3MB, and the texture type is RBGA Compressed DXT5|BC3 UNorm.](images/EmissionMapSample.png) ## Emission Map Animation -When Enabled, the UV and Color of the **Emission Map** animate. +When enabled, the UV and color of the **Emission Map** animate. diff --git a/com.unity.toonshader/Documentation~/GettingStarted.md b/com.unity.toonshader/Documentation~/GettingStarted.md index 7fea69fd6..5bc3f6d57 100644 --- a/com.unity.toonshader/Documentation~/GettingStarted.md +++ b/com.unity.toonshader/Documentation~/GettingStarted.md @@ -1,15 +1,15 @@ # Getting started with Unity Toon Shader -The **Unity Toon Shader**(UTS) provides tons of properties for professional cel-shading, though. In this page, you'll learn what are keys for basic cel-shading step by step. +The **Unity Toon Shader** (UTS) provides many properties for professional cel-shading. On this page, you'll learn the key concepts for basic cel-shading step by step. -What you have to do for simple cel-shading are: +The steps for simple cel-shading are: * [Make sure at least one directional light is in the scene](#put-a-directional-light-in-the-scene). -* [Create materials for cel-shading and set appropriate shader path](#creating-a-new-material-and-applying-unity-toon-shader). +* [Create materials for cel-shading and set the appropriate shader](#creating-a-new-material-and-applying-unity-toon-shader). * [Set up three basic colors](#setting-up-three-basic-colors). -* [Determine touch of the character](#adjusting-edge-of-three-basic-color-region). -* [Set Outline](#set-outline). +* [Determine the character's visual style](#adjusting-edge-of-three-basic-color-region). +* [Set up the outline](#set-outline). -After mastering above you might want to check: +After mastering the basics, you might want to explore: * [Advanced techniques](#advanced-techniques). * [Eliminate outlines around eyes](#eliminating-outlines-around-eyes). * [Add luster to hair](#adding-luster-to-hair). @@ -17,28 +17,28 @@ After mastering above you might want to check: ## Put a directional light in the scene -To make cel-shading work. You need to place at least one [directional light](https://docs.unity3d.com/2022.2/Documentation/Manual/Lighting.html) in the scene. +To make cel-shading work, you need to place at least one [directional light](https://docs.unity3d.com/2022.2/Documentation/Manual/Lighting.html) in the scene. ## Creating a new material and applying Unity Toon Shader -Start from [creating a material](https://docs.unity3d.com/2022.2/Documentation/Manual/materials-introduction.html). +Start by [creating a material](https://docs.unity3d.com/2022.2/Documentation/Manual/materials-introduction.html). ![A fully white chibi-style character model with long hair and rabbit ears. The Inspector window is open with the Lit material of the Universal Render Pipeline.](images/UrpLitMaterial.png)
-Selecting the appropriate shader for the material. +Next, select the appropriate shader for the material. -Because the **Unity Toon Shader**(UTS) is capable of all the render pipelines, the Built-in Render Pipeline, URP, and HDRP, The shaders you need to choose are just Toon or Toon(Tessellation). They are not under Universal Render Pipeline nor HDRP in menus. +Because the **Unity Toon Shader** (UTS) is compatible with all render pipelines—the Built-in Render Pipeline, URP, and HDRP—the shaders you need to choose are simply **Toon** or **Toon (Tessellation)**. They are not listed under Universal Render Pipeline or HDRP in the menus. ![The same character model with the Toon shader selected in the Inspector window. The model is now a flat white silhouette.](images/AppliedUTS.png) -You see the directional light isn't affecting like usual shading. This is because UTS controls the response of the lighting according to the artist's intentions. UTS allows detailed control whether the directional light color effects on materials. Please refer to [Scene Light Effectiveness Settings](SceneLight.md). But, while learning this section, setting the light color to **white** is recommendable. +You'll notice that the directional light doesn't affect the shading like usual. This is because UTS controls the lighting response according to the artist's intentions. UTS provides detailed control over whether the directional light color affects materials. Please refer to [Scene Light Effectiveness Settings](SceneLight.md) for more information. However, while learning this section, it's recommended to set the light color to **white**. ## Setting up three basic colors -The most basic function of the UTS is to render the mesh in three regions. **Base Map** for regions with no shadows, **1st shading map** for regions with shaded lighter , and **2nd shading map** for regions with shaded darker. [Three Color Map and Control Map Settings](Basic.md) provide the properties to control this fundamental settings. For basic cel-shading, two maps, **Base Map** and **1st Shading Map** work fine. +The most basic function of UTS is to render the mesh in three regions: **Base Map** for regions with no shadows, **1st Shading Map** for lighter shaded regions, and **2nd Shading Map** for darker shaded regions. [Three Color Map and Control Map Settings](Basic.md) provides the properties to control these fundamental settings. For basic cel-shading, two maps—**Base Map** and **1st Shading Map**—work fine. ![The same character model with the same shader selected. The Base Map property and the 1st Shading Map properties in the Inspector window are set to UV texture maps that have the shapes and colors for the model. The character is now fully textured.](images/AppliedTextures.png) -Applying the Base Map and 1st Shading Map to the material. The difference between the two texture is the color tone. In this sample, applied two different textures. But, applying one texture and differ colors to apply is also possible. +Apply the Base Map and 1st Shading Map to the material. The difference between the two textures is the color tone. In this example, two different textures are applied. However, it's also possible to apply one texture and use different colors. ![A UV map texture that contains all the parts of a chibi-style model](images/utc_all2_light.png)
An example Base Map. @@ -46,18 +46,18 @@ An example Base Map. ![The same UV map but some areas have a darker color.](images/utc_all2_dark.png)
An example 1st Shading Map. -## Adjusting edge of three basic color region +## Adjusting the edges of the three basic color regions -Touch of the image is one of the most important factors that determine the style of the work. [Shading Steps and Feather Settings](ShadingStepAndFeather.md) provides ways to adjust the position of the border between the regions and whether they're clearly separated or blended. First, you should adjust **Base Color Step** to make **1st Shading Map**, darker texture above, displayed. +The visual style of the image is one of the most important factors that determine the overall look of the work. [Shading Steps and Feather Settings](ShadingStepAndFeather.md) provides ways to adjust the position of the border between regions and whether they're clearly separated or blended. First, you should adjust **Base Color Step** to make the **1st Shading Map** (the darker texture shown above) visible. ![The same character model. In the Inspector window of the Toon shader, the Base Color Step property is set to 0.609. The shadows on the model are more prominent.](images/WithoutOutline.png) -In the above, the boundary of **Base Map** and **1st Shading Map** is cleary separated. Try adjusting **Base Shading Feather** to see how to control the boundary clearness. Sometimes, blended borders are favorable. +In the image above, the boundary between **Base Map** and **1st Shading Map** is clearly separated. Try adjusting **Base Shading Feather** to see how to control the boundary sharpness. Sometimes, blended borders are more desirable. ![The same character model. In the Inspector window of the Toon shader, the Base Shading Feather property is set to 0.279. The shadows on the model are more blended.](images/AdjustingFeather.png) -## Set outline -The Outline is another important factor that determines the animation touch. The color of the border should be close to the background or clearly distinguishable, and its thickness affects the style of the animation. [Outline Settings](Outline.md) provides the properties to control them. +## Set up the outline +The outline is another important factor that determines the animation style. The color of the outline should either be close to the background or clearly distinguishable, and its thickness affects the overall style of the animation. [Outline Settings](Outline.md) provides the properties to control these aspects. @@ -66,25 +66,25 @@ The Outline is another important factor that determines the animation touch. The
Drag the slider to compare the images. ## Advanced techniques -Now, you learned basic cel-sheding. But, professional cel-shading often requires more treatments. You will learn a couple of techniques in this section. +Now that you've learned basic cel-shading, professional cel-shading often requires additional techniques. You'll learn a couple of advanced techniques in this section. ### Eliminating outlines around eyes -Look at the character's face above again. You will notice outlines around characters' eyes spoiling the images. UTS provides [Outline Width Map](Outline.md#outline-width-map) to solve this. By applying that map, you can control the thickness of outlines around every part of the meshes to your satisfaction. +Look at the character's face in the images above again. You'll notice that outlines around the character's eyes can detract from the overall appearance. UTS provides an [Outline Width Map](Outline.md#outline-width-map) to solve this issue. By applying this map, you can control the thickness of outlines around every part of the mesh to your satisfaction. ![The same character model. In the Inspector window of the Toon shader, the Outline Width Map property is set to a texture. There's no longer an outline around the eyes of the character.](images/OutlineWidthMap3.png) ### Adding luster to hair -You might still see the image appear flat and lacking in three-dimensionality. -[Highlight](Highlight.md) on hair is common expression in anime production. -[Angel Ring](AngelRing.md) and [Material Capture(MatCap)](MatCap.md) are more specialized for hair luster. This time, apply MatCap on the hair. Create another material, then set [MatCap map](MatCap.md#matcap-map) in it. +You might notice that the image still appears flat and lacks three-dimensionality. +[Highlight](Highlight.md) on hair is a common technique in anime production. +[Angel Ring](AngelRing.md) and [Material Capture (MatCap)](MatCap.md) are more specialized techniques for hair luster. In this example, we'll apply MatCap to the hair. Create another material, then set the [MatCap map](MatCap.md#matcap-map) in it. ![The same character model. In the Inspector window of the Toon shader, the MatCap Map property is set to a texture. The shadows and outlines on the hair look more three-dimensional.](images/Luster3.png) ## More options for stunning professional cel-shading -The following factors are also essential in nowadays animation/game production when using cel-shading. Please try these out after mastering this page. +The following features are also essential in modern animation and game production when using cel-shading. Please try these out after mastering the techniques on this page. * [Emission](Emission.md) * [Normal Map](NormalMap.md) diff --git a/com.unity.toonshader/Documentation~/Highlight.md b/com.unity.toonshader/Documentation~/Highlight.md index b37f5a69c..8d00bbe3f 100644 --- a/com.unity.toonshader/Documentation~/Highlight.md +++ b/com.unity.toonshader/Documentation~/Highlight.md @@ -1,6 +1,6 @@ # Highlight Settings -The ability to display specular highlights in a cel-animation-like manner is essential for Toon Shaders. The **Unity Toon Shader** provides a wide variety of expressions with controllability to illuminate the area independently of light color and intensity for impressive cel-shading. +The ability to display specular highlights in a cel-animation-like manner is essential for toon shaders. The **Unity Toon Shader** provides a wide variety of expressions with controllable illumination that works independently of light color and intensity for impressive cel-shading. * [Highlight](#highlight) * [Highlight Power](#highlight-power) @@ -13,7 +13,7 @@ The ability to display specular highlights in a cel-animation-like manner is ess ## Highlight -Highlight : Texture(sRGB) × Color(RGB) Default:White. Pattern and color of specularly illuminated area. +Highlight: Texture(sRGB) × Color(RGB). Default: White. Pattern and color of the specularly illuminated area. @@ -23,7 +23,7 @@ Highlight : Texture(sRGB) × Color(RGB) Default:White. Pattern and color of spec ## Highlight Power -The size of the Highlight controlled through the High light power slider. The size increase with the formula: pow(x,5). +The size of the highlight is controlled through the highlight power slider. The size increases with the formula: pow(x,5). ## Specular Mode diff --git a/com.unity.toonshader/Documentation~/Known-issue.md b/com.unity.toonshader/Documentation~/Known-issue.md index e75510516..68af8d2b4 100644 --- a/com.unity.toonshader/Documentation~/Known-issue.md +++ b/com.unity.toonshader/Documentation~/Known-issue.md @@ -1,11 +1,11 @@ # Known Issues ## When using AOV Image Sequence Recorder -The **Unity Toon Shader** [Outline](Outline.md) isn't automatically disabled when recording with [AOV Image Sequence Recorder](https://docs.unity3d.com/Packages/com.unity.recorder@4.0/manual/RecorderAOV.html). Please disable [Outline](Outline.md#outline) in Material Inspectors when outputting AOV Images. +The **Unity Toon Shader** [Outline](Outline.md) is not automatically disabled when recording with the [AOV Image Sequence Recorder](https://docs.unity3d.com/Packages/com.unity.recorder@4.0/manual/RecorderAOV.html). Please disable [Outline](Outline.md#outline) in the Material Inspector when outputting AOV images. ## When using Universal Render Pipeline -When using [Universal Render Pipeline](https://docs.unity3d.com/Manual/com.unity.render-pipelines.universal.html), you need to set [Depth Priming Mode](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/urp-universal-renderer.html#rendering) disabled to show [outline](Outline.md). +When using the [Universal Render Pipeline](https://docs.unity3d.com/Manual/com.unity.render-pipelines.universal.html), you need to set [Depth Priming Mode](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/urp-universal-renderer.html#rendering) to **Disabled** to show the [outline](Outline.md). diff --git a/com.unity.toonshader/Documentation~/MatCap.md b/com.unity.toonshader/Documentation~/MatCap.md index de18cb8b0..aa89d77ac 100644 --- a/com.unity.toonshader/Documentation~/MatCap.md +++ b/com.unity.toonshader/Documentation~/MatCap.md @@ -1,6 +1,6 @@ -# Material Capture(MatCap) Settings +# Material Capture (MatCap) Settings -MatCap is a method of light expression using pre-rendered images. This technique uses a picture of a sphere that represents the material and light to simulate lighting. +MatCap is a method of light expression using pre-rendered images. This technique uses a picture of a sphere that represents the material and lighting to simulate illumination. @@ -21,7 +21,7 @@ MatCap is a method of light expression using pre-rendered images. This technique * [Invert MatCap Mask](#invert-matcap-mask) ## MatCap Map -MatCap Color : Texture(sRGB) × Color(RGB) Default:White +MatCap Color: Texture(sRGB) × Color(RGB). Default: White ![A square black texture, with an upwards-curving yellow shape with soft edges.](images/HiLight_Matcap.png)
An example of a MatCap Map texture. diff --git a/com.unity.toonshader/Documentation~/Modes.md b/com.unity.toonshader/Documentation~/Modes.md index ebc172ff5..75dcbed99 100644 --- a/com.unity.toonshader/Documentation~/Modes.md +++ b/com.unity.toonshader/Documentation~/Modes.md @@ -1,10 +1,10 @@ # Mode -The **Unity Toon Shader** mode that controls which work flow to apply in the shader. +The **Unity Toon Shader** mode that controls which workflow to apply in the shader. The Mode dropdown with Standard and With Advanced Control Map options. | Mode | Description | Image | | ---- | ---- | ---- | -| Standard | Standard provides basic cel-shading technique. | A toon-shaded sphere with three blue color bands and a light blue specular highlight. | -| With Advanced Control Map | With Advanced Control Map provides more complicated cel-shading techniques with several additional control maps. | A toon-shaded sphere with a jagged repeating pattern of three blue color bands. | \ No newline at end of file +| Standard | Standard provides basic cel-shading techniques. | A toon-shaded sphere with three blue color bands and a light blue specular highlight. | +| With Advanced Control Map | With Advanced Control Map provides more complex cel-shading techniques with several additional control maps. | A toon-shaded sphere with a jagged repeating pattern of three blue color bands. | \ No newline at end of file diff --git a/com.unity.toonshader/Documentation~/NormalMap.md b/com.unity.toonshader/Documentation~/NormalMap.md index 0e589c47c..456f04300 100644 --- a/com.unity.toonshader/Documentation~/NormalMap.md +++ b/com.unity.toonshader/Documentation~/NormalMap.md @@ -1,6 +1,6 @@ # Normal Map Settings -Normal Map is a texture that dictates the bumpiness of the material. The **Unity Toon Shader** allows control over **Normal Map** strength and which areas it applies to. +A Normal Map is a texture that dictates the bumpiness of the material. The **Unity Toon Shader** allows control over **Normal Map** strength and which areas it applies to. * [Normal Map](#normal-map) * [Normal Map Effectiveness](#normal-map-effectiveness) diff --git a/com.unity.toonshader/Documentation~/Outline.md b/com.unity.toonshader/Documentation~/Outline.md index 1f6de58b2..641f67fa6 100644 --- a/com.unity.toonshader/Documentation~/Outline.md +++ b/com.unity.toonshader/Documentation~/Outline.md @@ -1,6 +1,6 @@ # Outline Settings -Outlines are one of the most important elements that affect the impression of a cell-animated images. You can specify the thickness of the outline not just numerically, but can also change the thickness in detail using a special map. You can also specify the color not just numerically but blend outline colors with the character body colors. UTS offers two methods to generate outlines: one is to stretch polygons in the normal direction, and the other is to apply a scale value to the mesh. +Outlines are one of the most important elements that affect the impression of cel-animated images. You can specify the thickness of the outline not just numerically, but can also change the thickness in detail using a special map. You can also specify the color not just numerically but blend outline colors with the character's body colors. UTS offers two methods to generate outlines: one is to stretch polygons in the normal direction, and the other is to apply a scale value to the mesh. * [Outline](#outline) * [Outline Mode](#outline-mode) @@ -17,7 +17,7 @@ Outlines are one of the most important elements that affect the impression of a * [Baked Normal Map](#baked-normal-map) ## Outline -A checkbox to enable outline. +A checkbox to enable the outline. @@ -36,13 +36,13 @@ Specifies how the inverted-outline objects spawn. ### Outline Width -Specifies the width of the outline. This value relies on the scale when importing the model to Unity +Specifies the width of the outline. This value depends on the scale when importing the model to Unity. ### Outline Color -Specifies the color of outline. +Specifies the color of the outline. ### Blend Base Color to Outline -Blends **Base Color** into outline color. +Blends **Base Color** into the outline color. @@ -52,7 +52,7 @@ Blends **Base Color** into outline color. Drag the slider to compare the images. ### Outline Width Map -Outline Width Map as gray scale Texture : Texture(linear). UTS provides meticulous control solution for outline thickness as a texture map. Look at the difference of the outlines around the character's eyes and face. +Outline Width Map as grayscale texture: Texture(linear). UTS provides a meticulous control solution for outline thickness using a texture map. Look at the difference in the outlines around the character's eyes and face. @@ -61,7 +61,7 @@ Outline Width Map as gray scale Texture : Texture(linear). UTS provides meticul
Drag the slider to compare the images. -You will notice that the outlines of the white areas appear thicker in the texture map. +You'll notice that the outlines of the white areas appear thicker in the texture map. ![The UV map texture that contains all the parts of the model.](images/utc_all2_light.png)
@@ -71,7 +71,7 @@ An example of a Base Map. The Outline Width Map applied above. ### Offset Outline with Camera Z-axis -Offsets the outline in the depth (Z) direction of the camera. UTS outline is an implementation of either extending polygons in the normal direction or applying a scale value. Sometimes, offsetting the position of the generated polygons in the Z (depth) direction can improve their appearance. +Offsets the outline in the depth (Z) direction of the camera. UTS outline is implemented by either extending polygons in the normal direction or applying a scale value. Sometimes, offsetting the position of the generated polygons in the Z (depth) direction can improve their appearance. @@ -83,13 +83,13 @@ Drag the slider to compare the images. ### Camera Distance for Outline Width #### Farthest Distance to vanish -Specify the furthest distance, where the outline width changes with the distance between the camera and the object. The outline will be zero at this distance. +Specifies the furthest distance where the outline width changes with the distance between the camera and the object. The outline will be zero at this distance. #### Nearest Distance to draw with Outline Width -Specify the closest distance, where the outline width changes with the distance between the camera and the object. At this distance, the outline will be the max width set by Outline_Width. +Specifies the closest distance where the outline width changes with the distance between the camera and the object. At this distance, the outline will be the maximum width set by Outline_Width. ### Outline Color Map -Apply a texture as outline color map. +Apply a texture as the outline color map. ### Baked Normal Map -Normal maps with vertex normals baked in from other models can be loaded as an addition when setting up normal inversion outlines. \ No newline at end of file +Normal maps with vertex normals baked in from other models can be loaded as an addition when setting up normal inversion outlines. \ No newline at end of file diff --git a/com.unity.toonshader/Documentation~/Parameter-Settings.md b/com.unity.toonshader/Documentation~/Parameter-Settings.md index f3cb3dd5c..999a64060 100644 --- a/com.unity.toonshader/Documentation~/Parameter-Settings.md +++ b/com.unity.toonshader/Documentation~/Parameter-Settings.md @@ -1,6 +1,6 @@ -# Shader Settings in the inspector window +# Shader Settings in the Inspector Window -The followings are all the **Unity Toon Shader** settings in the inspector window. +The following are all the **Unity Toon Shader** settings in the Inspector window. * [Modes](Modes.md) * [Shader Settings](Shader.md) diff --git a/com.unity.toonshader/Documentation~/Rimlight.md b/com.unity.toonshader/Documentation~/Rimlight.md index e4abedd6f..4234249fe 100644 --- a/com.unity.toonshader/Documentation~/Rimlight.md +++ b/com.unity.toonshader/Documentation~/Rimlight.md @@ -1,6 +1,6 @@ # Rim Light Settings -The Rim Light highlight the edges of meshes. Rim Light is based on the angle between surface normal and view direction. The **Unity Toon Shader** provides variety of options for Rim Light. +Rim Light highlights the edges of meshes. Rim Light is based on the angle between the surface normal and view direction. The **Unity Toon Shader** provides a variety of options for Rim Light. * [Rim Light](#rim-light) * [Rim Light Color](#rim-light-color) @@ -18,7 +18,7 @@ The Rim Light highlight the edges of meshes. Rim Light is based on the angle be * [Rim Light Mask Level](#rim-light-mask-level) ## Rim Light -A Check box to enable **Rim Light** that hits the 3D model from behind and emphasizes the contours of the model from the front. +A checkbox to enable **Rim Light** that hits the 3D model from behind and emphasizes the contours of the model from the front. diff --git a/com.unity.toonshader/Documentation~/SceneLight.md b/com.unity.toonshader/Documentation~/SceneLight.md index 656628117..7de7f533e 100644 --- a/com.unity.toonshader/Documentation~/SceneLight.md +++ b/com.unity.toonshader/Documentation~/SceneLight.md @@ -1,8 +1,8 @@ # Scene Light Effectiveness Settings -The **Unity Toon Shader** provides the way to control effectiveness of lights in the scene per material. There are times when you want to eliminate or limit the effect of lighting on a material type. -UTS allows you to control each area color regardless of the actual light color. While this feature is fundamental to professional cell shading, sometimes it's necessary to apply actual light colors. -UTS provides a way to determine if the actual light color does or doesn't affect it. +The **Unity Toon Shader** provides a way to control the effectiveness of lights in the scene per material. There are times when you want to eliminate or limit the effect of lighting on a material type. +UTS allows you to control each area color regardless of the actual light color. While this feature is fundamental to professional cel-shading, sometimes it's necessary to apply actual light colors. +UTS provides a way to determine whether the actual light color affects the material or not. * [Light Color Effectiveness Settings](#light-color-effectiveness) * [Light Probe Intensity](#light-probe-intensity) @@ -12,7 +12,7 @@ UTS provides a way to determine if the actual light color does or doesn't affect ## Light Color Effectiveness -If the setting for each color is Off, the color is always illuminated with a light intensity of one and a light color of white regardless of the intensity of the lights in the scene. +If the setting for each color is off, the color is always illuminated with a light intensity of 1 and a light color of white regardless of the intensity of the lights in the scene. | Property | Description | | --| --| @@ -22,11 +22,11 @@ If the setting for each color is Off, the color is always illuminated with a lig | Highlight | Light color effect in high lit areas. | | Rim Light | Light color effect in rim lit areas. | | Inverted Light Direction Rim Light | Light color effect in inverted direction rim lit areas. | -| Angel Ring | Light color effect in angel ring area. Angel Ring is exclusive for **With Additional Control Maps** mode.| +| Angel Ring | Light color effect in angel ring areas. Angel Ring is exclusive to **With Additional Control Maps** mode.| | MatCap | Light color effect in MatCap areas. | | Outline | Light color effect in outlines. | -Light Color Effectiveness example: A red light on the face. Unchecked areas on the face material aren't affected by the light color. +Light Color Effectiveness example: A red light on the face. Unchecked areas on the face material are not affected by the light color. diff --git a/com.unity.toonshader/Documentation~/Shader.md b/com.unity.toonshader/Documentation~/Shader.md index abb2b6a0e..b9eae496f 100644 --- a/com.unity.toonshader/Documentation~/Shader.md +++ b/com.unity.toonshader/Documentation~/Shader.md @@ -1,6 +1,6 @@ # Shader Settings -The Shader Settings provide basic settings that aren't specific to cel-shading but are necessary for general CG. +The Shader Settings provide basic settings that aren't specific to cel-shading but are necessary for general computer graphics. * [Culling Mode](#culling-Mode) * [Auto Render Queue](#auto-render-queue) @@ -19,12 +19,12 @@ The Shader Settings provide basic settings that aren't specific to cel-shading | Culling Mode | Description | | ---- | ---- | -| Back | Don't render polygons that are facing away from the viewer (default) i.e. back-facing polygons are culled. | +| Back | Don't render polygons that are facing away from the viewer (default), i.e., back-facing polygons are culled. | | Front | Don't render polygons that are facing towards the viewer. Used for turning objects inside-out. | -| Off | Disables culling - all faces are drawn. Used for special effects. | +| Off | Disables culling—all faces are drawn. Used for special effects. | ## Auto Render Queue -When enabled, system automatically determines rendering order. +When enabled, the system automatically determines rendering order. ### Render Queue Rendering order in the scene. diff --git a/com.unity.toonshader/Documentation~/ShadingStepAndFeather.md b/com.unity.toonshader/Documentation~/ShadingStepAndFeather.md index 119cc4fb4..a134c14e0 100644 --- a/com.unity.toonshader/Documentation~/ShadingStepAndFeather.md +++ b/com.unity.toonshader/Documentation~/ShadingStepAndFeather.md @@ -1,6 +1,6 @@ # Shading Steps and Feather Settings -The **Unity Toon Shader** allows you to control the position of the boundaries of the area, to clearly demarcate the boundaries, or to blur or blend them. +The **Unity Toon Shader** allows you to control the position of area boundaries, to clearly demarcate the boundaries, or to blur or blend them. * [Base Color Step](#base-color-step) * [Base Shading Feather](#base-shading-feather) @@ -24,7 +24,7 @@ Feathers the boundary between the Base Color and the Shade Colors. ## Shading Color Step -Sets the boundary between the 1st and 2nd Shade Colors. Set this to 0 if 2nd Shade Color is unnecessary. +Sets the boundary between the 1st and 2nd Shade Colors. Set this to 0 if the 2nd Shade Color is unnecessary. diff --git a/com.unity.toonshader/Documentation~/System-Requirements.md b/com.unity.toonshader/Documentation~/System-Requirements.md index 9e529d886..bfa41b030 100644 --- a/com.unity.toonshader/Documentation~/System-Requirements.md +++ b/com.unity.toonshader/Documentation~/System-Requirements.md @@ -2,11 +2,11 @@ ## Requirements -Because The **Unity Toon Shader** is ready for all the render pipelines, please referrer to each render pipeline requirement doc to see specific hardware and software requirements. The use of linear color space is strongly recommended. +Because the **Unity Toon Shader** is compatible with all render pipelines, please refer to each render pipeline's requirements documentation to see specific hardware and software requirements. The use of linear color space is strongly recommended. ## Unity Render Pipeline compatibility -The **Unity Toon Shader** is compatible with all the render pipelines, the **Built-in Render Pipeline**, **Universal Render Pipeline (URP)** and **High Definition Render Pipeline (HDRP)**. Still, there are some differences in the features supported by different render pipelines. Please refer to the Feature difference for each render pipeline for details. +The **Unity Toon Shader** is compatible with all render pipelines: the **Built-in Render Pipeline**, **Universal Render Pipeline (URP)**, and **High Definition Render Pipeline (HDRP)**. However, there are some differences in the features supported by different render pipelines. Please refer to the feature differences for each render pipeline for details. ## Unity Editor compatibility diff --git a/com.unity.toonshader/Documentation~/TableOfContents.md b/com.unity.toonshader/Documentation~/TableOfContents.md index 896200cfe..6fcc7e861 100644 --- a/com.unity.toonshader/Documentation~/TableOfContents.md +++ b/com.unity.toonshader/Documentation~/TableOfContents.md @@ -19,14 +19,14 @@ * [Normal Map Settings](NormalMap.md) * [Highlight Settings](Highlight.md) * [Rim Light Settings](Rimlight.md) - * [Material Capture (MatCap) Settings](MatCap.md) + * [Material Capture (MatCap) Settings](MatCap.md) * [Emission Settings](Emission.md) * [Angel Ring Projection Settings](AngelRing.md) * [Scene Light Effectiveness Settings](SceneLight.md) - * [Metaverse Settings(Experimental)](Metaverse.md) + * [Metaverse Settings (Experimental)](Metaverse.md) * [Outline Settings](Outline.md) - * [Tessellation Settings(the Built-in Render Pipeline)](TessellationLegacy.md) - * [Tessellation Settings(HDRP)](TessellationHDRP.md) + * [Tessellation Settings (the Built-in Render Pipeline)](TessellationLegacy.md) + * [Tessellation Settings (HDRP)](TessellationHDRP.md) * Additional features for HDRP * [Box Light](HDRPBoxLight.md) * [Toon EV Adjustment](ToonEVAdjustment.md) diff --git a/com.unity.toonshader/Documentation~/index.md b/com.unity.toonshader/Documentation~/index.md index 468805ea7..c0ba1d014 100644 --- a/com.unity.toonshader/Documentation~/index.md +++ b/com.unity.toonshader/Documentation~/index.md @@ -4,13 +4,13 @@ The **Unity Toon Shader** (UTS3) is a set of toon shaders designed to meet the needs of creators working on cel-shaded 3D-CG animations. -The **Unity Toon Shader** is compatible with all the render pipelines, the **Built-in Render Pipeline**, the **Universal Render Pipeline (URP)** and the **High Definition Render Pipeline (HDRP)**, though, there are some differences in the features supported by different render pipelines. Please refer to see the difference for each render pipeline for details in [Feature Difference](FeatureModel_en.md). +The **Unity Toon Shader** is compatible with all render pipelines: the **Built-in Render Pipeline**, the **Universal Render Pipeline (URP)**, and the **High Definition Render Pipeline (HDRP)**. However, there are some differences in the features supported by different render pipelines. Please refer to [Feature Difference](FeatureModel_en.md) for details about each render pipeline. -**Unity Toon Shader** is the successor of **Unity-chan Toon Shader ver 2.0 (UTS2)**, which was popular for years in games and animations. But, UTS2 was solely for the **Built-in Render Pipeline**, consisted with tons of different shaders, unable to install through the [Package Manager window](https://docs.unity3d.com/Manual/upm-ui.html), and its license was different from other software Unity provides. +**Unity Toon Shader** is the successor to **Unity-chan Toon Shader ver 2.0 (UTS2)**, which was popular for years in games and animations. However, UTS2 was designed solely for the **Built-in Render Pipeline**, consisted of many different shaders, could not be installed through the [Package Manager window](https://docs.unity3d.com/Manual/upm-ui.html), and had a different license from other Unity software. -## Feature of Unity Toon Shader +## Features of Unity Toon Shader -In animation production, color specialists specify detailed color designs for every scene. UTS can apply these color specifications written in the instructions. UTS allows users to apply the colors of light and shadow regardless of actual light colors in the scene. This feature is essential for cel-shaded character designs. UTS allows detailed control whether the directional light color affects materials or not. +In animation production, color specialists specify detailed color designs for every scene. UTS can apply these color specifications as written in the design instructions. UTS allows users to apply specific colors for light and shadow areas regardless of the actual light colors in the scene. This feature is essential for cel-shaded character designs. UTS provides detailed control over whether the directional light color affects materials. Typical color design instruction example: @@ -21,8 +21,8 @@ Typical color design instruction example: - C: 1st Shading Color - D: 2nd Shading Color -Three basic colors, **base color**, **1st shading color**, and **2nd shading color**, play key roles in character design in the **Unity Toon Shader**. Please, refer to [Three Color Map and Control Map Settings](Basic.md). +Three basic colors—**base color**, **1st shading color**, and **2nd shading color**—play key roles in character design with the **Unity Toon Shader**. Please refer to [Three Color Map and Control Map Settings](Basic.md) for more information. -Besides the three basic colors, the **Unity Toon Shader** provides wide variety of features such as [Highlight](Highlight.md), [Rim Light](Rimlight.md), [Emission](Emission.md), [Angel Ring](AngelRing.md), [Material Capture(MatCap)](MatCap.md) and some special maps. +Besides the three basic colors, the **Unity Toon Shader** provides a wide variety of features such as [Highlight](Highlight.md), [Rim Light](Rimlight.md), [Emission](Emission.md), [Angel Ring](AngelRing.md), [Material Capture (MatCap)](MatCap.md), and some special maps. -Start to work on cel-shading from [Getting Started](GettingStarted.md). \ No newline at end of file +To get started with cel-shading, see [Getting Started](GettingStarted.md). \ No newline at end of file diff --git a/com.unity.toonshader/Documentation~/installation.md b/com.unity.toonshader/Documentation~/installation.md index 0b3f62a8c..033300c8a 100644 --- a/com.unity.toonshader/Documentation~/installation.md +++ b/com.unity.toonshader/Documentation~/installation.md @@ -1,12 +1,11 @@ # Installation -The **Unity Toon Shader** is a preview/experimental package and -Installing the package requires the following steps. +The **Unity Toon Shader** is a preview/experimental package. Installing the package requires the following steps: -1. Make sure git is installed in the system. -1. Open [Package Manager window](https://docs.unity3d.com/Manual/upm-ui.html) -1. Click the **+** button, and choose **Add package by name** - > In Unity 2020.x, choose **Add package from git URL** -1. Type in `com.unity.toonshader` and click the **Add** button. +1. Make sure Git is installed on your system. +1. Open the [Package Manager window](https://docs.unity3d.com/Manual/upm-ui.html). +1. Click the **+** button and choose **Add package by name**. + > In Unity 2020.x, choose **Add package from git URL**. +1. Type `com.unity.toonshader` and click the **Add** button. -We can also specify a particular version, for example: `com.unity.toonshader@0.9.4-preview` +You can also specify a particular version, for example: `com.unity.toonshader@0.9.4-preview` diff --git a/com.unity.toonshader/Documentation~/sample-instlation.md b/com.unity.toonshader/Documentation~/sample-instlation.md index 806b57122..05ae97df7 100644 --- a/com.unity.toonshader/Documentation~/sample-instlation.md +++ b/com.unity.toonshader/Documentation~/sample-instlation.md @@ -1,32 +1,32 @@ # How to install samples -Unity provides the **Unity Toon Shader** sample scenes for the three render pipelines. Please install a set of samples fits the render pipeline you use. +Unity provides **Unity Toon Shader** sample scenes for the three render pipelines. Please install the set of samples that fits the render pipeline you use. -1. Make sure that [Render pipeline](https://docs.unity3d.com/2022.2/Documentation/Manual/render-pipelines.html) you want to use installed and set up before installing the UTS samples for each. +1. Make sure the [render pipeline](https://docs.unity3d.com/2022.2/Documentation/Manual/render-pipelines.html) you want to use is installed and set up before installing the UTS samples. 1. Open the [Package Manager window](https://docs.unity3d.com/2022.2/Documentation/Manual/Packages.html). -1. Click **Unity Toon Shader** in the left side of the window. -1. Press **Import** in the right side of the window. -1. Set Graphics Pipeline Asset in the [Project Setting window](#https://docs.unity3d.com/2022.2/Documentation/Manual/comp-ManagerGroup.html). URP samples require `UTS2URPPipelineAsset`. Whereas HDRP samples require `HDRenderPipelineAsset_UTS`. +1. Click **Unity Toon Shader** on the left side of the window. +1. Press **Import** on the right side of the window. +1. Set the Graphics Pipeline Asset in the [Project Settings window](https://docs.unity3d.com/2022.2/Documentation/Manual/comp-ManagerGroup.html). URP samples require `UTS2URPPipelineAsset`, whereas HDRP samples require `HDRenderPipelineAsset_UTS`.

- `Assets/Samples/Unity Toon Shader/0.9.3-preview/Universal render pipeline` folder contains the following scenes. + The `Assets/Samples/Unity Toon Shader/0.9.3-preview/Universal render pipeline` folder contains the following scenes: -* Sample/Sample.unity :A scene to introduce the basic. -* ToonShader.unity :A illustration-style shading sample scene. -* ToonShader_CelLook.unity :A cel-style shading sample scene. -* ToonShader_Emissive.unity :A sample scene for [Emission](Emission.md). -* ToonShader_Firefly.unity : A sample scene for multiple point lights. -* AngelRing/AngelRing.unity:A sample scene for [Angel Ring](AngelRing.md). -* Baked Normal/Cube_HardEdge.unity:Baked Normal reference. -* BoxProjection/BoxProjection.unity :A sample scene lighting a dark room using Box Projection. -* EmissiveAnimation/EmisssiveAnimation.unity: [Emission](Emission.md) Animation sample. -* LightAndShadows/LightAndShadows.unity:Comparison between the PBR shader and the **Unity Toon Shader**. -* MatCapMask/MatCapMask.unity: A [MatCap](MatCap.md) Mask sample scene. -* Mirror/MirrorTest.unity: A sample scene checking for a mirror object. -* NormalMap/NormalMap.unity :Tricks for using the normal map with the **Unity Toon Shader**. -* PointLightTest/PointLightTest.unity: A sample for cel-shding contents with point lights. +* Sample/Sample.unity: A scene to introduce the basics. +* ToonShader.unity: An illustration-style shading sample scene. +* ToonShader_CelLook.unity: A cel-style shading sample scene. +* ToonShader_Emissive.unity: A sample scene for [Emission](Emission.md). +* ToonShader_Firefly.unity: A sample scene for multiple point lights. +* AngelRing/AngelRing.unity: A sample scene for [Angel Ring](AngelRing.md). +* Baked Normal/Cube_HardEdge.unity: Baked Normal reference. +* BoxProjection/BoxProjection.unity: A sample scene lighting a dark room using Box Projection. +* EmissiveAnimation/EmisssiveAnimation.unity: [Emission](Emission.md) animation sample. +* LightAndShadows/LightAndShadows.unity: Comparison between the PBR shader and the **Unity Toon Shader**. +* MatCapMask/MatCapMask.unity: A [MatCap](MatCap.md) mask sample scene. +* Mirror/MirrorTest.unity: A sample scene for testing mirror objects. +* NormalMap/NormalMap.unity: Techniques for using normal maps with the **Unity Toon Shader**. +* PointLightTest/PointLightTest.unity: A sample for cel-shading content with point lights. -Sample scenes for other render pipelines are in the following folders. -* for the **Built-in Render Pipeline**:`Assets/Samples/Unity Toon Shader/0.9.6-preview/Legacy render pipeline` folder. -* for the **High definition render pipeline**:`Assets/Samples/Unity Toon Shader/0.9.3-preview/High definition render pipeline` folder. \ No newline at end of file +Sample scenes for other render pipelines are in the following folders: +* For the **Built-in Render Pipeline**: `Assets/Samples/Unity Toon Shader/0.9.6-preview/Legacy render pipeline` folder. +* For the **High Definition Render Pipeline**: `Assets/Samples/Unity Toon Shader/0.9.3-preview/High definition render pipeline` folder. \ No newline at end of file diff --git a/com.unity.toonshader/Documentation~/whats-new-0.10.x.md b/com.unity.toonshader/Documentation~/whats-new-0.10.x.md index 14118f408..2833914df 100644 --- a/com.unity.toonshader/Documentation~/whats-new-0.10.x.md +++ b/com.unity.toonshader/Documentation~/whats-new-0.10.x.md @@ -1,7 +1,7 @@ # What's new for Unity Toon Shader 0.10.x-preview -## Compatibity with URP DOTS instancing +## Compatibility with URP DOTS instancing -* From 0.10.0-preview on, The **Unity Toon Shader** is compatible with URP DOTS instancing. To use this feature, you need to use 2022.3 or later. -* The minimum Unity version has also changed. Please refer to [Requirements](System-Requirements.md) in the documents. +* From 0.10.0-preview onward, the **Unity Toon Shader** is compatible with URP DOTS instancing. To use this feature, you need to use Unity 2022.3 or later. +* The minimum Unity version has also changed. Please refer to [Requirements](System-Requirements.md) in the documentation. diff --git a/com.unity.toonshader/Documentation~/whats-new-0.7.x.md b/com.unity.toonshader/Documentation~/whats-new-0.7.x.md index 51f120017..fa00659f8 100644 --- a/com.unity.toonshader/Documentation~/whats-new-0.7.x.md +++ b/com.unity.toonshader/Documentation~/whats-new-0.7.x.md @@ -1,19 +1,19 @@ # What's new for Unity Toon Shader 0.7.x-preview -## Reviewed of all terms +## Review of all terms -Reviewed and re-classified all the terms in the **Unity Toon Shader** 0.7.0-preview. -Reorganized the inspector window. +Reviewed and reclassified all terms in the **Unity Toon Shader** 0.7.0-preview. +Reorganized the Inspector window. ## Added tips to the Inspector window -The **Unity Toon Shader** 0.7.x-preview has added tips to elements in the Inspector. +The **Unity Toon Shader** 0.7.x-preview has added tips to elements in the Inspector window. ## New documentation In the **Unity Toon Shader** 0.7.x-preview, the manuals have been rewritten according to Unity's official documentation format. -## Added link to documents in the Inspector window +## Added links to documents in the Inspector window -The **Unity Toon Shader** 0.7.x-preview added buttons to link to documentation in the Inspector window. This feature is available for **Unity** 2022.1 and later. +The **Unity Toon Shader** 0.7.x-preview added buttons to link to documentation in the Inspector window. This feature is available for Unity 2022.1 and later. diff --git a/com.unity.toonshader/Documentation~/whats-new-0.8.x.md b/com.unity.toonshader/Documentation~/whats-new-0.8.x.md index 375d1f125..becef2bb1 100644 --- a/com.unity.toonshader/Documentation~/whats-new-0.8.x.md +++ b/com.unity.toonshader/Documentation~/whats-new-0.8.x.md @@ -1,11 +1,11 @@ # What's new for Unity Toon Shader 0.8.x-preview -## Three render pipeline integrated shader. +## Three render pipeline integrated shader -* From 0.8.0-preview on, The **Unity Toon Shader** handles all the render pipelines such as Built-in, URP, and HDRP, with two shaders, **Toon** and **Toon(Tessellation)**. The Unity Toon Shader doesn't include shaders solely for single render pipeline.any more. -0.8.x-preview is compatible with 2020.3, 2021.3, 2022.1 and 2022.2. This version doesn't support 2019.4 anymore as it utilizes Shader Package Requirement feature. -* All the materials created with older than 0.7.x-preview must be converted. -* The converter is capable of converting from **Unity-chan Toon Shader 2.0.7** and **Universal Toon Shader** materials. +* From 0.8.0-preview onward, the **Unity Toon Shader** handles all render pipelines such as Built-in, URP, and HDRP with two shaders: **Toon** and **Toon (Tessellation)**. The Unity Toon Shader no longer includes shaders designed solely for a single render pipeline. +* 0.8.x-preview is compatible with Unity 2020.3, 2021.3, 2022.1, and 2022.2. This version no longer supports Unity 2019.4 as it utilizes the Shader Package Requirement feature. +* All materials created with versions older than 0.7.x-preview must be converted. +* The converter is capable of converting materials from **Unity-chan Toon Shader 2.0.7** and **Universal Toon Shader**. -Please, refer to [Unity Toon Shader Material Converter](MaterialConverter.md) for detail. +Please refer to [Unity Toon Shader Material Converter](MaterialConverter.md) for details. diff --git a/com.unity.toonshader/Documentation~/whats-new-0.9.x.md b/com.unity.toonshader/Documentation~/whats-new-0.9.x.md index 74537bc37..51f83fa78 100644 --- a/com.unity.toonshader/Documentation~/whats-new-0.9.x.md +++ b/com.unity.toonshader/Documentation~/whats-new-0.9.x.md @@ -1,7 +1,7 @@ # What's new for Unity Toon Shader 0.9.x-preview -## Compatibity with URP forward+ +## Compatibility with URP forward+ -* From 0.9.0-preview on, The **Unity Toon Shader** is compatible with URP forward+. To use this feature, you need to use 2022.2 or later. -* The minimum Unity version has also change. Please refer to [Requirements](System-Requirements.md) in the documents. +* From 0.9.0-preview onward, the **Unity Toon Shader** is compatible with URP forward+. To use this feature, you need to use Unity 2022.2 or later. +* The minimum Unity version has also changed. Please refer to [Requirements](System-Requirements.md) in the documentation.