Roadmap¶
Note
You can skip this section if you want to use the current version of NiloToon right away.
Similar to URP's roadmap, NiloToon's roadmap is documented here.
In Progress (Highest Priority)¶
- (Completed in Nilo0.18.0) 2-pass depth texture for Classic Outline: (Requires Render Graph) Improves Classic Outline's Depth of Field and DLSS/STP results without user configuration
- (Completed in Nilo0.18.0) 2-pass motion vector for Classic Outline: (Requires Render Graph) Improves Classic Outline's motion blur/TAA/STP/DLSS results without user configuration
- (Completed in Nilo0.18.0) Override Basemap to _CameraOpaqueTexture feature: With UV distortion, for rendering glass/diamond/water-like materials
- (Completed in Nilo0.18.0) lilToon Fur pass feature: (Uses geometry shader, PC only!)
- HSV & Control Adjustment for BaseMap (controlled per material)
- HSV & Control Adjustment for NiloToon character pixels (controlled via Volume)
- 2-pass ForwardLit for easier opaque and semi-transparent blend rendering: Facilitates rendering of materials with mixed opaque and semi-transparent parts
- Merge NiloToon(Lite) into NiloToon: Allows selecting a feature set (Minimum/Lite/Core/Full) in the renderer feature when building for mobile platforms. The goal is to provide users the option to downgrade graphics for performance without additional work (e.g., without needing to change shaders on all character materials)
In Progress¶
- Improved lilToon -> NiloToon auto material converter: Ports more important lilToon properties to NiloToon during auto setup (e.g., Basemap HSV, Rim light (3D), Matcap 1 & 2, Glitter)
- Concert template PC Unity6 project: Complete 3D Live Unity6.3LTS project zip (using Render Graph)
Planned¶
- Remove Unity 2021.3 support within 2026
Under Consideration¶
- Remove Unity 2022.3 support in 2027: May be postponed if there is feedback from users using Unity2022.3 / Tuanjie Engine in 2027. Contact us if needed
- Remove RenderGraph compatibility mode support in 2027: After this, NiloToon will only run on Unity6.x + RenderGraph on, enabling use of new Unity6 and RenderGraph-exclusive APIs
- Mobile performance optimization: Provide 'Shader Quality' in renderer feature, allowing shaders to select limited functionality with GPU performance similar to NiloToon 0.13.8
Paused¶
- NiloPathTracing: Paused because it takes too much time away from NiloToon development (NiloToon is always top priority). The goal is for users to replace/improve URP's environment rendering with a single NiloPathTracing Volume while characters are rendered with NiloToon.
No Plan / Cancelled¶
- HDRP support: Cancelled because Unity has officially ceased HDRP and BIRP development
- Unreal Engine (UE5) support: A production-level UE5 port of NiloToon cannot be made without editing UE5 source code, making it difficult to support all future UE 5.x updates. Additionally, Unity NiloToon updates and customer support would become very slow for an extended period, which would be unfair to Unity-only customers
- Tessellation: Too slow and impractical, with too little visual improvement