●First, Immediately after installing this asset, the character will not be displayed because there is no shader. Install "jp.lilxyzw.liltoon-1.x.x-installer" in the "Shader_installer" folder. “lilToon_Shader” will be added to the Package. The physics simulation "MagicaCloth 2" has been set up. It will work if you install a separate asset. If you are using "MgicaCloth2", unzip the "Setup_MagicaCloth2" package data. The settings will be applied to the model data. https://assetstore.unity.com/packages/tools/physics/magica-cloth-2-242307 The standard preparation for using this asset is as follows: 1. Run "Shader_installer > jp.lilxyzw.liltoon-1.x.x-installer" in this asset. 2. Install the separate asset "MagicaCloth2". 3. Extract the "Setup_MagicaCloth2" package in this asset. === [Notes] ==== ● If the lilToon shader installer does not work properly, download the latest shaders from Github and place the entire folder in the "Packages" folder of your project. https://github.com/lilxyzw/lilToon/releases ● If the bone constraints for hair become unstable during playback, store the entire hair group as a child of the skeleton's head bone, and delete the constraint components set to the root of each hair bone. ● The MagicaCloth settings use the Pre-Build function so that they function correctly even when the character starts playing in the middle of the animation. If you want to change the settings, turn off the "Pre-Build" function, make the changes, save the Pre-Build data again, and set it again. ●If you think you have enough capacity for the processing load of Physics by MagicaCloth, you can make simple setting changes such as making the reduction more fine-grained or turning on self-collision to achieve higher quality behavior with fewer errors. ● The texture resolution of each piece of armor is set to 2048, but the data is created at 4096, so the resolution can be increased to that value. ● The material shader uses "lilToon", but roughness maps and MaskMaps for HDRP are available in "Extra Texture" to support Standard materials. ●You can create facial expressions on a character's face using blend shapes, but when applying a beard to a male face and creating facial expressions, you will also need to manipulate the beard's blend shapes at the same time. ●The character's texture has been created with the assumption that it will be used in a realistic scene environment, but if you are using a Stylized (Toon) scene environment, we recommend lowering the metalness and matte cap strength in the material settings. ●You can change some of the colors of each outfit. In the material inspector, adjust the parameters in "Color" > "Main Color" > "Color Adjust". Please note that this is a simple function and is not perfect.