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Unity Auto Setup

Posted By Victor.Soupday 2 Years Ago
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Victor.Soupday
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Unity Auto-setup Release 1.4.8

Built-in (Unity 3D): https://github.com/soupday/cc_unity_tools_3D/releases
URP: https://github.com/soupday/cc_unity_tools_URP/releases
HDRP: https://github.com/soupday/cc_unity_tools_HDRP/releases

Documentation
: https://soupday.github.io/cc_unity_tools/
Full install instructions here: https://soupday.github.io/cc_unity_tools/installation.html#

Changelog:

v 1.4.8
  • Fix to missing materials in shared material slots.
  • Fix to two pass hair extraction when re-using the same material.
  • Fix to hair mesh extraction when hair and non-hair materials share vertices.
  • Support for updated spring rigs from blender tools add-on.
  • Improved PhysX weight mapping from mesh to cloth vertices.
  • Added refresh button to importer window when no characters detected.
v 1.4.7
  • Brow correction added to wrinkle map system.
  • Wrinkle sets additive blending.
  • Wrinkle Manager configuration serialized, to allow for further customization.
v 1.4.6
  • Added ray tracing settings to preview scene lights.
  • Fix to HDRP diffusion profiles not setting up in HDRP14 (2022.2)
v 1.4.5
  • Flow maps added to wrinkle map system.
  • URP & 3D shader pass and recompile.
  • URP & 3D Baked wrinkle maps normal fix.
  • HDRP Preview scene lighting update (to replicate some CC4 atmosphere setups)
1.4.4.1
  • URP12 Shader flag pass & enable deferred rendering.
1.4.4
  • Full wrinkle map specification implemented.
    • Wrinkle map manager controls script on body mesh.
    • Added baking of wrinkle map system.
  • Spring Bone (Dynamic Bone) Hair physics, currently set up from Blender pipeline exports.
  • Import blend shape normals settings fixes.
  • Gamebase and PBR, SSS and smoothness adjustments.
  • Hair specular tint based on root + tip color.
  • Fix to bake not working with 2 pass hair materials.
  • Color space correction directives for baking.
1.4.3
  • Tries to untangle instalod duplication suffixes on accessories.
    • inc. Script error fix that was blocking build materials when instalod meshes were not found in Json data.
  • Cast shadows removed from Tearline, Eye occlusion and scalp meshes.
  • Stand alone shader packages for the various pipelines included in /Packages/ folder.
1.4.2
  • OSX and Linux file path support.
  • Tweaked character model importer settings for better normal import and blend shape normal generation. Should reduce mesh smoothing issues.
  • Disabled Menu Mesh Tools when not working on a generated prefab. (The tools cannot operate directly on an FBX)
  • Fixed Bake not replacing materials with baked versions.
  • Eye Occlusion shaders factor in Occlusion Color alpha value.
1.4.1
  • Traditional material glossiness fix.
  • High poly (sub-division) hair mesh extraction fix.
  • SSS Diffusion profile added.
  • Remembers last used lighting preset on character preview change.
  • Character icon list side bar can be dragged into a more compact list view.
    • Character list sorted alphabetically.
  • When HDRP Ray tracing is enabled:
    • The material build function will turn off ray tracing on the Scalp (when separeated), Eye Occlusion and Tearline meshes as it causes darkening artifacts on the underlying skin and eye surfaces.
    • (Typically the scalp is only separated from the hair materials when two-pass hair is enabled)
  • Bake Hair function now only bakes the result of the 'Enable Color' properties into the diffuse maps of the hair materials. Press again to revert to original diffuse maps.
  • Improved ActorCore and ActorBuild single material detection.
1.4.0
  • Import & Setup
    • ActorBuild detection separated from ActorCore (ActorBuild can have more advanced materials)
    • Fix to Instalod merged material characters detection.
    • Better detection of non-standard characters.
      • Rig animation type override (Humanoid / Generic) for non-standard characters.
    • Bone LOD characters reduced skeleton avatar generation fixed.
    • Animation player chooses from available animations when none found in character.
    • Blender to Unity imports fix for bounding box root bone issue.
    • Character Tree view shows all child renderer meshes regardless of depth.
  • Materials & Shaders
    • Lit SSS shader added for URP and 3D pipelines.
    • SSS material support added.
    • Traditional material support added.
    • Shader properties arrangement pass.
    • Material setup fix for non character objects (e.g. props from iClone)
    • Additional missing texture checks added to character bake function.
    • Amplify shaders recompiled with ASE 1.9.1.2.
    • Limbus dark ring corrected, iris should look brighter, clearer and less fuzzy at the edges.
  • Other
    • LOD combining function added.
      • Characters and LOD variants must be in same folder.
  • New icons added.
  • To maintain consistency across Unity versions, the HDRP package will be split into 2 versions:
    • HDRP10 for the High Definition Render Pipeline version 10 and 11: Unity 2020.3 upto 2021.1
    • HDRP12 for the High Definition Render Pipeline version 12 and 13: Unity 2021.2 upwards.
1.3.9
  • Due to shader incompatibilities between URP10 and URP12, the URP package must be split into 2 versions:
    • URP10 for the Univeral Render Pipeline version 10 and 11: Unity 2020.3 upto 2021.1
    • URP12 for the Univeral Render Pipeline version 12 and 13: Unity 2021.2 upwards.
1.3.8
  • Added tessellation shaders and templates to 3D and URP pipelines.
  • Upgraded to Amplify 1.9 shaders in 3D and URP pipelines.
  • Fixed some issues with hair shaders in 3D and URP.
  • Updated Hair shaders and eye shaders.
  • Added Hair Bake preview button.
  • Updated preview scene lighting presets, should all look roughly the same lighting across all three pipelines.
1.3.7
  • Backported function to mid release 2020.3 and 2021.1 SaveAssetIfDirty removed.
  • GUIDFromAssetPath Unity 2019 fix for built-in pipeline.
1.3.6
  • Runtime components Build fix.
1.3.5
  • Fixes
    • Collider manager now remembers the currently selected collider.
    • Collider manager editor now has rotation adjustment sliders.
    • Animation Player is closed on entering Play mode.
    • Save and Recall physics settings now works correctly in Editor mode and remembers settings per character.
1.3.4
  • Cloth physics added
    • Colliders generated from character JSON data.
    • Weightmaps used to generate cloth coefficients.
    • Runtime helper scripts to adjust colliders, weight maps and cloth settings in play mode for real time feedback.
    • Save and recall feature, so play mode changes can be retained (currently only one character's settings can be saved)
    • Optimized collider detection.
    • Collider margin adjust and weightmap based detection threshold settings.
1.3.3
  • Updates / Additions:
    • Tessellation option added to build settings. (Currently HDRP12 Only)
    • Lighting presets added to preview scene, and lighting cycle button added to importer window. (All pipelines)
    • Lock retarget values toggle added. (To no longer reset on changing animation)
    • Animation Processor (Importer Window) now also extracts fully facial expression retargeted animations from FBX.
    • Animation Player and Retargeter can now work in any Editor scene. (Note: the character being animated will show at the origin of it's current parent)
    • Match camera to scene view button added to importer window.
  • Shader / Material adjustments:
    • HDRP12 Tessellation shaders added.
    • HDRP hair 2-pass shadow clip fixes.
    • HDRP hair no longer uses flipped back lighting by default. (Less shadow artifacts and rim lighting works much better without it)
    • Hair shader smoothness and specular tweaks. (Should look more consistent between the 3 pipelines)
    • Adjustments to Eye and Eye occlusion colors and saturation to more accurately match the coloring in CC3/4.
    • Facial hair naterials are now generated with thinner opacity and less smoothness and specularity. (Should no longer look too thick and too shiny)
    • Compute bake shaders updated with shader changes.
  • Fixes to:
    • Facial expression retargeter:
      • Now correctly maps based on the source facial profile as well as the target profile.
      • Includes all tongue blendshapes.
      • Correctly remaps compatible viseme profiles. (8+7 split visemes cannot be retargeted to the 15 direct visemes).
      • Button now color coded to the estimated quality of the retarget:
        • Green - should retarget completely.
        • Yellow - some BlendShapes will not restarget.
        • Red - most BlendShapes will not retarget.
      • A report of the retarget, listing how the BlendShapes are remapped and which could not be retarget is logged to the console.
    • Animation player and retargetter UI and internal logic, should be less glitchy.
    • No longer reprocesses the same textures when used by different materials during material build.
    • Character prefab no longer gets stuck in current Animation Player pose after recompiling editor assembly.
    • Numerous fixes to internal workings and code re-factors.
1.3.2
  • HDRP12 (Unity 2021.2+) Single pass hair shader fixes.
  • HDRP Skin SSS transmission thickness min-max remap parameters.

1.3.1
  • Arm Flexion correction added.
1.3.0
  • Animation correction and facial expression retargeting system added.
    • Correction sliders for shoulders, arms, legs, heels and height.
    • Fix open mouth in 3rd party animations for target CC3/4 character.
    • Retarget facial expression animation tracks to target CC3/4 character.
  • Alembic material setup feature added. (Unity Alembic package must be installed)
1.2.3
  • Skin diffuse Color modifier color-space correction.
  • Hair diffuse Color modifier added.
  • ActorBuild and ActorScan characters from CC4 correctly detected and set to Humanoid Rig.
1.2.2
  • Skin Diffuse Color modifier added.
  • Built-in pipeline version reduced minimum version to 2019.4.11f1.
1.2.1
  • Fix to Subsurface modifiers.
  • Iris Color and Iris Cloudy Color added to eye parameters.
  • Moved menu name from **CC3** to **Reallusion**.
1.2.0
  • Blender Tools to Unity pipeline implemented.
    • Using compute shaders for baking Unity packed textures from base Blender textures.
    • Eye Occlusion and Tearline shaders updated for Blender model space.
Edited
Last Month by Victor.Soupday
Victor.Soupday
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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
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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
2 Years Ago by Victor.Soupday
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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
2 Years Ago by Victor.Soupday
merph
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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
2 Years Ago by merph
animagic
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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/436b0ffd-1242-44d6-a876-d631.jpg

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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
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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.
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animagic (7/12/2021)
Victor, I must say, you do know shaders. Impressive.


BigGrin
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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.



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