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Unity Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 5 stars based on 12 votes.
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wetcircuit
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Thank you. I didn't know what I was missing until your build-in shaders.
antoine.ober
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Fantastic ! Thank you so much ! :D
I'll download your tool and I'll try to work with it ^^ (I work on built-in)
I'll let you know if I find any bug :) Thanks again for this pre-release !
jerome.dipietro
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@Victor.Soupday Love the two pass shader rendering for the hair! Please, please port to the URP version :)

                                    
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Victor.Soupday
Victor.Soupday
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Built-in Render Pipeline

So here is the initial pre-release of the Unity Auto-setup for the build-in pipeline: https://github.com/soupday/cc3_unity_tools_3D
Release page: https://github.com/soupday/cc3_unity_tools_3D/releases

As CC3 based characters and shaders are built for Linear color space, for best results the project should be in Linear color space:
https://forum.reallusion.com/uploads/images/696b5e82-404f-45ac-8486-8ce1.png

Also the preview scene used by the material importer uses the unity Post Processing stack package. This doesn't need to be installed, but looks a lot better if it is:
https://forum.reallusion.com/uploads/images/9fe95287-b03e-4faa-bd61-1add.png

As this is a pre-release and all the shaders are written by hand, there is potentially a lot that could go wrong so any bugs should be reported. Unity shader CG code can be temperamental at the best of times.

But, as you can see in the post above, you can get some good results from it.
Victor.Soupday
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The built-in pipeline has been a little different as it requires the shaders to be coded by hand, this potentially introduces more scope for errors but also means the shader code can be more optimized over the shader graph versions in URP and HDRP.

As with the URP version, there is not yet support for subsurface scattering, hair anisotropic highlights and eye depth & refraction.

Even without these features, so far it's not looking too bad:

https://forum.reallusion.com/uploads/images/e48a5b3c-7e36-4c4a-a97c-5dec.jpg

https://forum.reallusion.com/uploads/images/8398a271-241b-4609-8d46-03ae.jpg

https://forum.reallusion.com/uploads/images/994ebf92-e196-4def-8591-4e0f.jpg

These are Game camera renders, using HDRI backgrounds and the Unity Post Processing stack.

The hair is a two pass shader rendering the bulk of the hair mesh as opaque with alpha cutout, and then rendering the remaining soft edges alpha blended. It's a technique often used in foliage shaders but it works quite nicely for the hair too. I hope to port this to the URP version eventually.

Unity 3D doesn't install a post processing stack by default so I'm using the Post Processing package from the package manager / Unity registry.
tantrum
tantrum
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Go back 7 posts in this thread, it was mentioned there
deidrereaystudios
deidrereaystudios
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Is there a Plan for the built in pipeline at all? Reading through have not seen anything.
antoine.ober
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Thanks ! May be helpful for others, but unfortunately my project is on built-in, not even URP :/
Victor.Soupday
Victor.Soupday
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If you don't mind testing an unstable dev version, you can try the URP version now: https://github.com/soupday/cc3_unity_tools_URP

I think it all works, it's stopped throwing errors at least, but it's not quite finished.
e.g. Some of the options won't do anything and some material properties aren't implemented yet...


digitallywired
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When will we see support for Unity and URP? It seems that Reallusion's focus is Unreal and not Unity?

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