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Hello there, UTS Team. I'm Metaverse enjoyer, and proffessional Avatar Maker/Setuper for VRChat.
I have been use UTS2 for 3 years since 2021 year(cuz VRChat were using Unity 2019)
And i starts using UTS3 just month ago and find some differents and recommendation
Some common, some for Metaverse and for sure feedback from Metaverse developer if you interesting in.
Metaverse light. It's the thing that makes my life happier.
As you know(maybe), VRChat player models, a very different from gamedev.
We using ton of meshes and do not hide things under cloth.
And UTS2, had the problem with perception of point light between body and head.
UTS3 metaverse fixed it properly.
But, by default, Metaverse option setting intensity to 0, but i recommend to set it to 1 that very close to the most popular and usage shader in metaverse rn, it's Liltoon, or 2, that makes it literally works as UTS2 did, so switching to UTS3 from UTS2 doesn't makes feeling like "something changed"
But what is actually changed, is normal map working. Let me put some pictures in.
Image with UTS3 Stockings
In close range, they're works same, but than more range, than more...they're works very sharp, not smooth and it's makes eyes hurt
Idk the reason, why is that become like this, and would like to know, is that for some reason, or just not planned thing that should be fixed?
And if it's fine, could i know the explanation what changed in working of Normal Maps?
Liltoon is free shader you can just download and try it
Often, we actually need blur effect for body blicking from light, or transition from blick to color that blur actually will let to do
We just need to have option, to blur rim light, is that possible to do that?
There's how Rim Light setting looks in Liltoon:
Second emission
In Liltoon, it is possible to enable 2 emissions. Why and why is this necessary and important?
The simplest example is the eyes.
Emission can be superimposed on the eyes for additional glow or shade at night, which is great, however, it also works the other way around. If the eye highlights are one material, they will also have a bright emission color instead of white. In Liltoon, this can be done using a mask on the first emission, which will remove the effect on specific areas. And the second emission can make a white glow of a specific area.
What needs to be done in UTS3? You need to go to the model, divide the highlight and the eye into 2 different materials, create 2 different materials and configure them. Only for the sake of emission on one object (in this case, the face). This affects optimization.
Liltoon example:
Toon (tessellation) subshader
Why its needs?
You can just put this paragraph into "toon" shader and just set everything to 0 so it should be doesn't work at all
Also, you can make the same feature as Liltoon developer did, Simple and Advanced tabs/pages for quick and general/basic set up and advanced as Tesselation, for example.
Tesselattion mask
Would be great to have mask here, to not let tessellation affect at all mesh, just only parts you need of 1 mesh.
Will UTS have Reflection, AO support?
Additional context
I would like to suggest you to see how the Liltoon shader works. Huge access to working with masks in a variety of places, shadows. Simple and clear UI. The developer himself is very responsive, and I think you can contact him for collaboration or for an invitation or help, and I recommend doing so. Because now, most people think that the shader is outdated and is not usable at the current time. I see that the development team is constantly working on it, and I wanted to give this feedback so that you could process this information. I do not know what your development plan is, so I do not want to interfere with natural progress. But there are things that I, as a developer on UTS, am missing already today. Thank you for your work.
Equipment used:
OS: WIN 11 23h2
Unity: 2022.3.22f1
Shader Version : 0.10.2-preview
The text was updated successfully, but these errors were encountered:
Thank you for your feedback and for being a long time user of UTS2.
Due to the company reset last year, we at Unity have had to deprioritize the development of the ToonShader package. As a result, we are currently unable to implement new features or enhance existing ones.
However, the ToonShader team remains passionate about the project, and we hope to resume active development in the future. To support this effort, we would appreciate it if you and the community could submit any feedback as outlined in this article.
It's a pity that the development of the package has been suspended...
I really hope that it will soon begin active development, besides, to become a really good shader, UTS does not need to do much...
I would like to leave a review and suggestions in the proper way, but to be honest I did not really understand how to do this, based on the article
This may change in the future, but for the time being, as mentioned in the article, you can go to our rendering roadmap, find the "Submit a new idea" button under "Under consideration", and fill in your comments.
Hello there, UTS Team. I'm Metaverse enjoyer, and proffessional Avatar Maker/Setuper for VRChat.
I have been use UTS2 for 3 years since 2021 year(cuz VRChat were using Unity 2019)
And i starts using UTS3 just month ago and find some differents and recommendation
Some common, some for Metaverse and for sure feedback from Metaverse developer if you interesting in.
Metaverse light. It's the thing that makes my life happier.
As you know(maybe), VRChat player models, a very different from gamedev.
We using ton of meshes and do not hide things under cloth.
And UTS2, had the problem with perception of point light between body and head.
UTS3 metaverse fixed it properly.
But, by default, Metaverse option setting intensity to 0, but i recommend to set it to 1 that very close to the most popular and usage shader in metaverse rn, it's Liltoon, or 2, that makes it literally works as UTS2 did, so switching to UTS3 from UTS2 doesn't makes feeling like "something changed"
But what is actually changed, is normal map working. Let me put some pictures in.
In close range, they're works same, but than more range, than more...they're works very sharp, not smooth and it's makes eyes hurt
Idk the reason, why is that become like this, and would like to know, is that for some reason, or just not planned thing that should be fixed?
And if it's fine, could i know the explanation what changed in working of Normal Maps?
Liltoon is free shader you can just download and try it
Often, we actually need blur effect for body blicking from light, or transition from blick to color that blur actually will let to do
We just need to have option, to blur rim light, is that possible to do that?
There's how Rim Light setting looks in Liltoon:
In Liltoon, it is possible to enable 2 emissions. Why and why is this necessary and important?
The simplest example is the eyes.
Emission can be superimposed on the eyes for additional glow or shade at night, which is great, however, it also works the other way around. If the eye highlights are one material, they will also have a bright emission color instead of white. In Liltoon, this can be done using a mask on the first emission, which will remove the effect on specific areas. And the second emission can make a white glow of a specific area.
What needs to be done in UTS3? You need to go to the model, divide the highlight and the eye into 2 different materials, create 2 different materials and configure them. Only for the sake of emission on one object (in this case, the face). This affects optimization.
Liltoon example:
Toon (tessellation) subshader
Why its needs?
You can just put this paragraph into "toon" shader and just set everything to 0 so it should be doesn't work at all
Also, you can make the same feature as Liltoon developer did, Simple and Advanced tabs/pages for quick and general/basic set up and advanced as Tesselation, for example.
Tesselattion mask
Would be great to have mask here, to not let tessellation affect at all mesh, just only parts you need of 1 mesh.
Will UTS have Reflection, AO support?
Additional context
I would like to suggest you to see how the Liltoon shader works. Huge access to working with masks in a variety of places, shadows. Simple and clear UI. The developer himself is very responsive, and I think you can contact him for collaboration or for an invitation or help, and I recommend doing so. Because now, most people think that the shader is outdated and is not usable at the current time. I see that the development team is constantly working on it, and I wanted to give this feedback so that you could process this information. I do not know what your development plan is, so I do not want to interfere with natural progress. But there are things that I, as a developer on UTS, am missing already today. Thank you for your work.
Equipment used:
The text was updated successfully, but these errors were encountered: