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