Feature Overview

Concert Mode

https://www.youtube.com/watch?v=TKM7ytTYlk8

Max Material Brightness

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Post Processing - Character

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OIT

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Setting Details

Name Description
Mode Normal - The default and most commonly used option for general scenes.
Concert - Determines character shadow areas based on the strongest light among Directional Lights and Spotlights affecting the character. Ideal for stage or concert scenes where the main directional light may be dim (e.g., intensity set to 0.1).
Follow Layer Mask Only Spotlights included in the selected Layer Mask are considered when identifying the strongest light. This allows for design-specific lighting setups—for example, using only follow lights aimed at the character.
Transparent Shadow When enabled, additional shadows are rendered specifically for transparent objects using the Pota Toon shader. Other transparent objects are excluded. Please note that OIT is resource-intensive and should only be enabled when necessary.
Quality Controls the rendering quality of character self-shadows.
Higher settings result in cleaner shadows but may reduce performance. Cinematic is the highest quality and is recommended only for offline rendering or cutscenes.
Max Material Brightness Defines the maximum brightness a character can receive to help maintain color consistency under intense lighting. Higher values allow stronger lighting effects but should be adjusted based on the intended visual style of your project.
Char Post Processing Enables character-specific post-processing effects, including: Rim Lighting, Color Grading, Bloom
Env Post Processing Applies basic post-processing (e.g., brightness, tone mapping) to areas outside of the character.
Global Char Shadow Settings Controls self-shadow behavior for all characters using PotaToon. Recommended for users familiar with shadow map configuration.
OIT [Windows only - DirectX  11/12] Accurately renders complex transparent meshes without visual artifacts. OIT renders all transparent objects in the scene before compositing the character’s transparent mesh on top. Be mindful of rendering order, as this can obscure effects or other visuals behind the character. Supports custom blend modes for transparent character meshes (e.g., Additive, Src Blend).