Anime characters, especially faces, usually have a lower FOV than normal third-person games. The common FOV for third-person games is above 60~65, while for anime-style characters, a more desirable FOV is 40~45.
To solve this problem, ASP's shader provides parameters for vertex correction of perspective effects, which can be found in the Surface Option category of ASP Character Panel:
FOV adjust set to 0 means no correction, and set to 1 will make it close to orthographic projection.
The following image is a comparison of before and after FOV correction:
ASP Character Panel itself also provides an API to set FOV correction value.
var myFOVAdjustment = 0.5f;
GetComponent<ASPCharacterPanel>().SetFOVAdjustValueToAllMaterials(myFOVAdjustment );
Characters rendered by ASP do not fully support Transparent materials. This is because character-specific effects such as Tone Mapping and Depth Offset Shadow require depth information to execute correctly. A common practice in games is to use Dithering Pattern to perform Alpha Clip, creating the illusion that the object becomes translucent.