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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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Necka
Necka
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Victor.Soupday (7/13/2021)
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.


Thanks a lot for your answers

If you indeed manage to have remesher characters with new hair/beard system look "ok" once imported, that's quite awesome. 
Alpha clipping is clearly the way to go when it comes to this kind of characters. They are not meant to be shown with a camera zoomed in on to them, LOD exists for this reason and when those characters are close they can use the full blown materials with all the nice stuff you already show to us :)

I'm really looking forward to use your tools.
I use the current auto setup in Unity 2019 and then import the characters to my current project, but the results are nowhere close to what you posted. It's simply amazing. I'm still stunned by how great the character's eyes and hairs came out. The eyes without occlusion and tear line were lifeless to me.
Victor.Soupday
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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.
Victor.Soupday
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animagic (7/12/2021)
Victor, I must say, you do know shaders. Impressive.


:D
Victor.Soupday
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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 :D 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.
Necka
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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
animagic
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

merph
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Interesting! I always thought those masks had something to do with wrinkle maps. But I guess thats not right :D 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?
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.
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.
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:



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