[Summary] KoiKatu Sunshine Unity-chan Toon Shader As the name suggests, this is a modification of the Unity-Chan Toon Shader for KoiKatu Sunshine. The conventional general-purpose shader does not display various sliders, nipples, pubic hair, and other textures. It was difficult to use them as body textures. This one supports various sliders to a certain extent, although not all of them, and it can also display nipple and pubic hair textures. For more information about Unity-Chan Toon Shader, please refer to the following https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project Since it is the same UNITY environment and almost the same shader, it should be possible to render as shown in the introduction image above. Please play around with it. The shader name in the game is "KKUTS" for the convenience of migration. [How to use] 1. Put the zipmod file into the mods folder. 2. In the material editor, set the shader of the material you want to change to KKUTS. [Parameter description] There are a lot of parameters, but please refer to the following. https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/release/legacy/2.0/Manual/UTS2_Props_ja.md [About CullMode]. Normally, transparent shaders do not render the back side. Therefore, if you apply a transparent shader to an object with a visible back side, such as a skirt, it will appear transparent from the back side. To avoid this, we have added the parameter CullMode, which allows you to select whether to render the backside. When set to "0", the backside of the image will be rendered, but some objects will not be rendered correctly. When set to "2", only the front side of the object is depicted as usual. If you set it to "1", only the back side of the object is depicted, which is not useful at this time. [About the front-most view of eyes and eyebrows] KKUTSHair can now display hair transparently when the eyes and eyebrows are displayed in the foreground. You can change the transparency by adjusting the parameter Tweak_Transparency in KKUTSHair. [About Tessellation]. A shader function that subdivides and smoothes the mesh. (It is equivalent to high-poly.) Please be aware that DX11 is required and the GPU load is reasonably high. [Applications of each shader] KKUTS: For face and body KKUTSclothes: For taking KKUTSitem: For other items KKUTSalpha: Clothing (transparent) KKUTSalpha2: For other items (transparent) KKUTShair: For hair KKUTSeye: For eyes KKUTSeyew: For whites of eyes, eyeliner, eyebrows KKUTSxxx_Tess: with tessellation function [Known Issues] Some vanilla sliders do not work. If alpha objects overlap each other, some of them may not be displayed. If you want to fix this, please adjust the render queue. Fluid representation may be slightly different from vanilla. The outlines do not fully simulate the behavior of vanilla outlines, so the color movement of the outlines may differ from vanilla. If you want to correct the color tone, use "OutlineColor_Adjust" to adjust it. In some cases, if the original color is too dark, the outline will be completely black. In this case, try lowering the value of "Is_BlendBaseColor" a little. When a character with KKUTS applied is migrated from Koikatsu, if the clothing is set to KKUTSitem, it may become pitch black or liquid expression may not be made. If this is the case, please change the setting to KKUTSclothes. [Update history] v2.1 Fixed an issue where the alpha mask in Hair was not reflected correctly. v2.0 Added tessellation function. Other minor fixes. v1.0 KKUTSclothes, KKUTSitem, KKUTSalpha, KKUTSalpha2 were added. v0.9 First release.