Shader Translation
In Poiyomi Shaders, there are some properties that will completely differ from Unity's Standard and some alternative Toon shaders out there. To ensure shader translation is done appropriately, this page will cover the main differences in how they are used. Because of how Unity treats Material files, many Material Properties are preserved in the file in order to ensure seamless switching back to the previous shader used.
Standard Shader
When switching from the Standard shader to Poiyomi, most if not all properties will be carried over with a few exceptions. Please read below to see what will NOT be carried over:
- Metallic Smoothness: Properties and Textures such as
_Metallic,_Glossiness, andMetalGlossMap, will not be carried over as we use a different workflow as defined by Mochie. When switching over, you must adjust the workflow for Reflections & Specular in Poiyomi Shaders. See the documentation page linked in this paragraph to learn more. - Occlusion: This Texture Slot will not be carried over. However, you should be able to use it under the AO Maps slot in Light Data without a problem. Do keep in mind that AO Maps will only work best with Realistic-based shading.
- Detail Maps: This texture slot will not be carried over as we use a far more advanced setup in both Details and RGBA Color Masking.
- Detail Albedo x2: This texture slot will not be carried over as we use a more advanced approach in Details feature.
LilToon
LilToon uses a much different approach to Toon shading compared to Poiyomi. However, it requires usage of our included translation pipeline in order to reliably translate the listed properties over from LilToon to Poiyomi.
Using the LilToon to Poiyomi Translation Pipeline
To convert a copy of the Avatar in the Scene using LilToon over to Poiyomi Shaders, Right-Click on the Avatar in the Hierarchy and click Poiyomi -> Materials -> Translate Copy to Poiyomi Toon. This will feed a copy of the Materials into our translation pipeline, converting all recognized properties in each LilToon Material over to their appropriate counterparts. The converted Materials will be placed in the same folder as the original Materials for comparison.
OPTIONAL: You can convert per-material on your own by switching LilToon from the material itself into a Poiyomi Toon shader of your choice. Doing so will run the automatic translation.
- This is toggled on by default and can be turned off via
Poi -> Auto-Translate Materials On Shader Swapfrom the Menu.
The video below covers some of the basics of converting over LilToon Avatars to Poiyomi. Please give it a watch for an in-depth look at the workflow process.
As LilToon is an actively-developed shader, there may be some properties that are overlooked. If you find any inconsistencies, please let us know in our Discord server!
Below is a list of some of the significant features in LilToon that will be converted. Most, if not all features in LilToon, are fully compatible with Poiyomi Shaders.
- Main 2nd and Main 3rd: Converted over to specifically
Decal 0andDecal 1and will treat them as so. - Normal Map 2nd: The
Normal Map 2ndslot will be converted over into ourNormal Map 2slot. - Main Color Adjust: As LilToon uses HSVG in their setup, we must convert the signed offsets into our main Hue Shift properties, wrapping negatives only and assigning them properly.
- Lighting: To match LilToon's rendering style, your converted material will switch over to the following modes:
Light Color ModetoOpenLit (LilToon)Light Map ModetoNormalized NDotLLight Direction ModetoOpenLit (LilToon)
- Shadows: The
Shadowsfeature in LilToon is the exact same asMultilayer Mathand will directly favor it. However if Shadows is disabled, it will be converted to useFlatinstead. - Matcap: Both
MatcapandMatcap 2will be directly translated over and will be fed through some mathematical calculations to match the Blending modes used. - Lil Reflections: In LilToon, it uses both Specular and Environment Reflections in a more stylized fashion. If used, this will enable
Stylized Reflections, set the mode tolilToonand convert the values over. - Backlighting: Poiyomi Shaders has the same features and properties as LilToon's Backlighting feature and can be converted over 1:1.
- Rim Lighting: Each of Rim Lighting settings will be converted over to match and sets the mode to
lilToon. - Outline: Each Outline settings, including the Highlight, will be carried over. Due to the usage of HSVG in Outline Color Adjust, they will be calculated to work with Poiyomi's Color Adjust in Outline.
- Emissions: Both
EmissionandEmission 2settings, if used, will be directly translated into ourEmission 0andEmission 1slots.