Profile Picture

Unity Auto Setup

Posted By Victor.Soupday Last Year
Rated 5 stars based on 6 votes.
Author
Message
Victor.Soupday
Victor.Soupday
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)

Group: Forum Members
Last Active: 3 hours ago
Posts: 245, Visits: 2.7K
Unity Auto-setup Release 1.1.1

Built-in (Unity 3D): https://github.com/soupday/cc3_unity_tools_3D/releases
URP: https://github.com/soupday/cc3_unity_tools_URP/releases
HDRP: https://github.com/soupday/cc3_unity_tools_HDRP/releases

Changelog:

v 1.1.1
  •  Amplify Shaders added.
  •  Amplify Baked material shaders added.
  •  Inclusion of MSAA coverage alpha blending hair shaders. (Amplify - URP/3D only)
  •  Bake Flow-To-Normal Converter for hair materials.
  •  Basic/Default material pass.
  •  Eye subsurface mask bake fix.
  •  HDRP thickness bake fix.
  •  Cornea detail mask bake fix.
  •  Reworked "AO Occlude All" in non-amplify hair shaders.
  •  Template Clean up.
v 1.0.0
  • Animation & Expression preview system.
  • Eye Brightness, Saturation, Occlusion sharpness changes.
  • Eye Occlusion colour changed to lit multiply blend. (Should no longer glow in the dark.)
  • Parallax eyes shaders updated.
  • Bake shaders updated.
v 0.3.0
  • Parallax eye shader + baking shaders.
  • Fix to open/close mouth and eyes for gamebase and LOD characters.

Documentation: https://soupday.github.io/cc3_unity_tools/
Full install instructions here: https://soupday.github.io/cc3_unity_tools/installation.html#
Edited
3 Months Ago by Victor.Soupday
Victor.Soupday
Victor.Soupday
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)

Group: Forum Members
Last Active: 3 hours ago
Posts: 245, Visits: 2.7K
As shown in this thread, a WIP demo of the shaders:



And a work in progress demo of the import and setup procedure:


Victor.Soupday
Victor.Soupday
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)

Group: Forum Members
Last Active: 3 hours ago
Posts: 245, Visits: 2.7K
I've been improving the Eye Occlusion and Tearline shader:

https://forum.reallusion.com/uploads/images/ae998b7e-ed2a-46cc-8c95-989c.png

https://forum.reallusion.com/uploads/images/d663165b-ebc3-42fc-a6bf-2abe.png

Here I've added top, bottom, inner and outer occlusion and displacement controls as well tear duct alignment and an overall contrast (power) control.

https://forum.reallusion.com/uploads/images/d2c8e699-ec8e-44cd-84fd-1d14.png

The Tearline is simpler with a depth offset and an extra inner offset to help align with the tear ducts.
Edited
Last Year by Victor.Soupday
Victor.Soupday
Victor.Soupday
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)

Group: Forum Members
Last Active: 3 hours ago
Posts: 245, Visits: 2.7K
Skin micro roughness/smoothness and subsurface scatter masking.

Bundled with the export are a whole bunch of RGBA id masks. There are three for the face to mask fine controls for the nose, cheeks, chin, eye lids, forehead, lips, mouth etc, as well as overall fine controls. Each body section also has it's own RGBA mask.

https://forum.reallusion.com/uploads/images/3813eea9-504f-4dc1-920a-1cbf.png

Which admittedly look complicated in the shader graph:

https://forum.reallusion.com/uploads/images/2544a5a9-820f-440e-8027-1b8e.png

But they have been the missing piece of the puzzle in getting the Unity visuals more on par with the CC3 visuals:

https://forum.reallusion.com/uploads/images/6ef1dbc7-cc57-49d8-9ed5-f662.png https://forum.reallusion.com/uploads/images/8ec4c487-a304-424b-ab97-49ca.png

https://forum.reallusion.com/uploads/images/92034d32-b759-4e99-aebf-ccf7.png https://forum.reallusion.com/uploads/images/2a2a73a6-5e1d-478d-9170-45da.png

https://forum.reallusion.com/uploads/images/05f29b4a-679c-413a-aea1-37a1.png https://forum.reallusion.com/uploads/images/7b9c7bf7-eb62-4a39-aece-080a.png

Obviously my lighting setup in Unity isn't quite the same, but this has been as close as I have been able to get the so far. Also the CC3 screen-shots have a lot of anit-aliasing, and these Unity screen-shots don't have any.
Edited
Last Year by Victor.Soupday
merph
merph
Posted Last Year
View Quick Profile
Junior Member

Junior Member (126 reputation)Junior Member (126 reputation)Junior Member (126 reputation)Junior Member (126 reputation)Junior Member (126 reputation)Junior Member (126 reputation)Junior Member (126 reputation)Junior Member (126 reputation)Junior Member (126 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 7, Visits: 128
Interesting! I always thought those masks had something to do with wrinkle maps. But I guess thats not right BigGrin But I have a question, does cc3 exports anything related to wrinkle maps or something that can be used to have dynamic wrinkles by distorting normals?(the old good way of wrinkles)

Plus, are you planning to release HDRP version before the URP or are you going to wait until URP version is also out and share them both?
Edited
Last Year by merph
animagic
animagic
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (28.0K reputation)Distinguished Member (28.0K reputation)Distinguished Member (28.0K reputation)Distinguished Member (28.0K reputation)Distinguished Member (28.0K reputation)Distinguished Member (28.0K reputation)Distinguished Member (28.0K reputation)Distinguished Member (28.0K reputation)Distinguished Member (28.0K reputation)

Group: Forum Members
Last Active: 2 hours ago
Posts: 14.4K, Visits: 25.6K
Victor, I must say, you do know shaders. Impressive.

I'm just a bystander as I don't use Unity, but I think this will help those that do.


https://forum.reallusion.com/uploads/images/1f3bed13-1788-45e1-9ace-4fd0.jpg


Necka
Necka
Posted Last Year
View Quick Profile
Senior Member

Senior Member (323 reputation)Senior Member (323 reputation)Senior Member (323 reputation)Senior Member (323 reputation)Senior Member (323 reputation)Senior Member (323 reputation)Senior Member (323 reputation)Senior Member (323 reputation)Senior Member (323 reputation)

Group: Forum Members
Last Active: Yesterday
Posts: 48, Visits: 350
This looks amazing but I'm afraid that for games, having characters using those advanced shaders and all the default materials (around 10 and more depending on the characters) might not be good for crowded areas with NPCs where having merged materials/LOD is usually better as you don't go close-up or see their expressions

Will your tool offer a solution for LOD/Remesher characters with obviously less advanced materials?
Currently when importing with Auto-Setup a character that have Smart Hair / new brows and beard system it's a visual disaster
Victor.Soupday
Victor.Soupday
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)

Group: Forum Members
Last Active: 3 hours ago
Posts: 245, Visits: 2.7K
merph (7/12/2021)
Interesting! I always thought those masks had something to do with wrinkle maps. But I guess thats not right BigGrin But I have a question, does cc3 exports anything related to wrinkle maps or something that can be used to have dynamic wrinkles by distorting normals?(the old good way of wrinkles)


Haven't seen anything that might relate to wrinkle maps, though you could reuse some of the RGBA masks for that purpose.

Plus, are you planning to release HDRP version before the URP or are you going to wait until URP version is also out and share them both?


HDRP first. I want to get that (mostly) right before starting work on the URP and built-in. Otherwise any changes needed will be triple the amount of work to correct.
Victor.Soupday
Victor.Soupday
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)

Group: Forum Members
Last Active: 3 hours ago
Posts: 245, Visits: 2.7K
animagic (7/12/2021)
Victor, I must say, you do know shaders. Impressive.


BigGrin
Victor.Soupday
Victor.Soupday
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)Distinguished Member (2.5K reputation)

Group: Forum Members
Last Active: 3 hours ago
Posts: 245, Visits: 2.7K
Necka (7/12/2021)
This looks amazing but I'm afraid that for games, having characters using those advanced shaders and all the default materials (around 10 and more depending on the characters) might not be good for crowded areas with NPCs where having merged materials/LOD is usually better as you don't go close-up or see their expressions


It does work with Game Base and InstaLod characters, they are much simpler to setup as they are just the base PBR maps. The question on my mind is how to deal with the transparency. If there is any transparency, even just the eyelashes, it will render the whole character in the transparency queue which will be bad for performance, and as you have no doubt seen, Unity makes a god-awful mess of alpha blending. The alternative is to set the material to opaque with alpha clip, and that's what I'm going with for now.

Will your tool offer a solution for LOD/Remesher characters with obviously less advanced materials?
Currently when importing with Auto-Setup a character that have Smart Hair / new brows and beard system it's a visual disaster


That's what I'm going to look at next.



Reading This Topic