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Unity Auto Setup

Posted By Victor.Soupday 5 Years Ago
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Victor.Soupday
Victor.Soupday
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kell_143901 (1/20/2023)
Hi @Victor.Soupday
First of all I am very happy with your unity asset. It helped me a lot. But now I have a problem.
I receive shader errors when compiling:
Shader error in 'Reallusion/Amplify/RL_CorneaShaderParallax_Baked_URP': unrecognized identifier 'CBUFFER_START' at /Users/kell/Documents/Agora/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/UnityInstancing.hlsl(74) (on d3d11)
Shader error in 'Reallusion/Amplify/RL_SkinShader_Variants_URP': unrecognized identifier 'CBUFFER_START' at /Users/kell/Documents/Agora/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/UnityInstancing.hlsl(74) (on d3d11)
Shader error in 'Reallusion/Amplify/RL_CorneaShaderParallax_URP': unrecognized identifier 'CBUFFER_START' at /Users/kell/Documents/Agora/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/UnityInstancing.hlsl(74) (on d3d11)
Shader error in 'Reallusion/Amplify/RL_TongueShader_URP': unrecognized identifier 'CBUFFER_START' at /Users/kell/Documents/Agora/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/UnityInstancing.hlsl(74) (on d3d11)
Shader error in 'Reallusion/Amplify/RL_TeethShader_URP': unrecognized identifier 'CBUFFER_START' at /Users/kell/Documents/Agora/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/UnityInstancing.hlsl(74) (on d3d11)
Shader error in 'Reallusion/Amplify/LitSSS': unrecognized identifier 'CBUFFER_START' at /Users/kell/Documents/Agora/Library/PackageCache/com.unity.render-pipelines.core@12.1.7/ShaderLibrary/UnityInstancing.hlsl(74) (on d3d11)
Obviously the use of the macro CBUFFER_START is a problem. Since this is not my domain of knowledge I wonder if you can help me.
I use Unity Version 2021.3.9 and URP.
I you need more information regarding project settings, please let me know.
kind regards
Thomas


Are you using the URP12 version for 2021.3? The URP10 and URP12 shaders aren't very compatible, but CBUFFER_START is a standard in-built Unity macro, what is the build platform?
Victor.Soupday
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denon.studios (1/23/2023)
Hi everyone and Victor

Your plugin is really amazing! Thanks for share with us all!
The upcoming Wrinkle System will be available to Built-in and URP as well?

Thanks in advance!


Yes. I'm working out all the logic first in HDRP, then Built-in, URP, and then Blender.
sal_353974
sal_353974
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Hi Motive,
Were you having the same problem I described in my post? Have you been able to sort it out?
kell_143901
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Yes I am using URP12 (precisely 12.1.7). The Build Platform is Android for Quest2. In the meantime I found out that the problem may have come from various installations of different versions of Unity on the same machine. Just yesterday I have deinstalled all the previous unity versions. The CBUFFER error has vanished.
chesterspirit47
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Hello!
Thank you alot for this tool!
I'm realy confused about Hair shader inside this.
Unity 2021.3.12f1
CC importer 1.4.3
CC version 4
HDRP 
All lights realtime+ssgi
I read everything in manual on github...
I tried to import my character. All shaders are working correctly, i guess. But hair shader looks wrong. It doesn't look like demo.. or like you test videos.
Defaul after Build Materials it is HDRP/Lit shader, I changed it to HDRP/Hair, https://forum.reallusion.com/uploads/images/d7de67a9-6d7e-458a-8749-d97d.pngresult are not change.
If it possible, could you show where did  I go wrong?
Victor.Soupday
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Defaul after Build Materials it is HDRP/Lit shader, I changed it to HDRP/Hair,


That right there is the problem.

In Character Creator is the hair material set to Digital Human Hair?

If it's anything other than that it will not be detected as hair in the Unity Autosetup and won't get the right shader or be setup correctly.
(The Scalp material can be PBR or Traditional, but the Hair needs to be Digital Human Hair)
GamesAlchemist
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Hi Victor, 
               
                  I have been using your tool in CC3 and have recently upgraded to CC4 and I'm currently trying to get my head around the High ploy, actor build, LOD 1, LOD 2 combine after exporting each of these out individually from CC4 as instructed in the only documentation I could find online regarding how this is all combined in the Unity engine (Thank you very much for the instructions) https://soupday.github.io/cc_unity_tools/lod.html
I'm trying to combine the high, actor build, lod 1, lod 2 in your tool but can only do a combine with either the actor build or high with the lod group and the actor and high will not be grouped in the same lod group.
They have all been built and I have also tried baking down the actor to pbr textures in the plugin but to no avail. 
Is it a case that they cannot be in the same LOD group, actor build and high poly?
or am I doing something wrong?
I did notice that the naming of the actor build is slightly different from the others but would this matter? PLayer rather than Playerhttps://forum.reallusion.com/uploads/images/25efa785-92b4-4379-aac5-66bf.png
Victor.Soupday
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GamesAlchemist (2/15/2023)
Hi Victor, 
               
                  I have been using your tool in CC3 and have recently upgraded to CC4 and I'm currently trying to get my head around the High ploy, actor build, LOD 1, LOD 2 combine after exporting each of these out individually from CC4 as instructed in the only documentation I could find online regarding how this is all combined in the Unity engine (Thank you very much for the instructions) https://soupday.github.io/cc_unity_tools/lod.html
I'm trying to combine the high, actor build, lod 1, lod 2 in your tool but can only do a combine with either the actor build or high with the lod group and the actor and high will not be grouped in the same lod group.
They have all been built and I have also tried baking down the actor to pbr textures in the plugin but to no avail. 
Is it a case that they cannot be in the same LOD group, actor build and high poly?
or am I doing something wrong?
I did notice that the naming of the actor build is slightly different from the others but would this matter? PLayer rather than Player


It should combine all of those character prefabs, and it doesn't really care about the names, so long as they are all in the same folder.
Going by the screen shot, everything looks correct at that point in the process.
What goes wrong? What happens when you press the Create button?

This is roughly what should happen:

(It's an older video and the Lod tool is accessed differently, but the situation is the same.)
zisiang
zisiang
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Hi Paul, thank you so much for your reply previously, this is very helpful - https://docs.unity3d.com/2020.3/Documentation/Manual/SinglePassStereoRendering.html

W: www.inclusivexrcollaboratory.com
W: https://www.utas.edu.au/profiles/staff/education/zi-siang-see

GamesAlchemist
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Hi Victor, 

                    Ever so sorry to have wasted your time, its my bad. I expected the actor build to end up at the bottom with the other LOD's but it has ended up in the mix with the other meshes and name has just changed to CC_Game_Body 
That's good news :)
 I was about to scrap my idea and export out at install LOD method
Facepalm. 
Thanks for the great tool Victor :)


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