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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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Unity Auto Setup

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Sifr
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Humanoid rig is now selectable, it wasn't in the previous version just a few weeks ago, which made this plugin basically useless for my needs until now, but where are the blendshape parameters?  Blenshapes are nowhere to be found, all FBX exports I've ever used have blendshapes, humanoid characters need FAC and iPhone 52 blendshapes at the very least.  I've exported FBX models compiled from phone applications with blenshapes & visemes when imported into Unity.  iClone has one of the most advanced facial tracking technologies on the market but no blendshape export?  Why?

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Reallusion iClone & CC Pipeline --- Plugins: Iray HeadShot SkinGen.  CrazyTalk Animator Pipeline, CrazyTalk, Maya LT, Daz, Substance Painter Indie, Substance Designer Indie, B2M Pro+ Substance Live, Sculptris, Wrap, Unity, UE4, Perception Neuron Ready:):D:P;):cool::hehe::smooooth::crazy::satisfied::Wow::pinch::exclamation::alien::discuss::kiss::arrow::(:angry::sick::exclamation::blush::Whistling::w00t::w00t::w00t:
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dassoubarna
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Thanks a lot.
Victor.Soupday
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My versions start at 2020.3 LTS.

I had to draw the line somewhere, and the shader graphs are not backwards compatible with 2019.

Reallusions original auto-setup supports 2019.4, I think: https://forum.reallusion.com/489608/Open-Source-Auto-Setup-for-Unity
dassoubarna
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Currently I am using Unity 2019.4LTS for one of my project(HDRP). What version of the Auto Setup is compatible with Unity 2019.4? Please help!
jerome.dipietro
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@Victor.Soupday just started trying out the URP version. Some glitches (avatar didn't get configured after licking 'Anim', but easy to do manually, and the skull cap was visible through my hair after '2 Pass') but won't bother you about it until I've had a chance to try out more character models and can better identify whether this is model specific.

I just wanted to say a huge thank you and ask whether I can buy you a beer or a bowl of soup to say thanks. Do you have a Patreon, or similar?

                                    
Unity Virtual Reality Developer
Victor.Soupday
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deidrereaystudios (10/31/2021)
Maybe something like that. Been testing all morning with some good results just messing around, but i have received a few errors from unity on the 2Pass button press.


It's crashing if there are no vertex colors in the hair meshes. That's fairly serious so I'll fix it straight away with a couple of other fixes I've noticed:

Unity Auto-setup Release 0.2.1

Built-in (Unity 3D): https://github.com/soupday/cc3_unity_tools_3D/releases/tag/0.2.1-3d
URP: https://github.com/soupday/cc3_unity_tools_URP/releases/tag/0.2.1-urp
HDRP: https://github.com/soupday/cc3_unity_tools_HDRP/releases/tag/0.2.1-hdrp10

(Special version for Unity 2021.2 HDRP: https://github.com/soupday/cc3_unity_tools_HDRP/releases/tag/0.2.1-hdrp12
 as 2021.2 uses HDRP pipeline version 12.0.0 which has some incompatibilities with the earlier versions, and also seems to be rather buggy at the moment so use 2021.2 HDRP at your own risk.)

Edit: I've upped the version requirements and dependancies for the 2021.2 version, so it can't be accidentally installed on earlier versions.

Changelog:

version 0.2.1
  • Fix to 2-Pass mesh extraction crashing when no vertex colors were present.
  • Fix to Bump maps being incorrectly detected during material setups.
  • Added normal strength calculations to built-in hair shaders.


deidrereaystudios
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Maybe something like that. Been testing all morning with some good results just messing around, but i have received a few errors from unity on the 2Pass button press.
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Victor.Soupday
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It doesn't make any difference for the built-in shader as the default hair shader it uses already does 2 passes. Pressing the 2-pass button sets everything up, you don't need to do anything else, it just doesn't look any different in the built-in version. I left it in for completeness or if you wanted to swap your own shaders in. You would notice a big difference in URP and some difference in HDRP as these pipelines only allow for one shader pass per material.

I also forgot to mention the opaque alpha clipped shader for built-in is there as an alternative, but I haven't put in any buttons or options automatically apply it. It's easy enough to swap in by selecting the hair materials and changing the shader to "Reallusion/RL_HairShaderClipped"

(Maybe I should change the 2-pass button in the built-in version to set-up the alpha clipped shader instead? Might make more sense.)
deidrereaystudios
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That is so great, Testing a bit with it now (Built in 2020.3 LTS) am a bit confused on the Hair 2 pass and how one needs to set this up. The button click seems to change the mesh etc, but then what? The materials are staying the same with the STANDARD Shader when a new prefab is made. I can see there are 2 shaders (1st Pass and 2nd Pass) that would assume should set up manually? Does that then require creating 2 Materials for hair? Is there a tutorial going over setting this all up as not sure what should do at this point.
Victor.Soupday
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Some notes about the 2-pass hair material system.

Recreating a multi-pass hair shader In URP brings with it a number of problems, Other than being much more complex than the surface shaders of the built-in pipeline, multi-pass shaders would also break the scripted render pipeline (SRP) batching for those materials as URP only allows for a single pass in it's shaders.

But there is an alternative answer. Instead of trying to render mulitple passes in a single shader, it is possible to assign multiple materials to a single mesh. Each additional material assigned to the mesh renderer will cause the last sub-mesh in the list to be redrawn with that material and shader. Thus creating multi-pass rendering that is fully compliant with the SRP batcher.

The trick is that some hair objects have multiple sub-meshes, which are not necessarily hair materials, so the hair material sub-meshes must be isolated into their own objects and mesh renderers so they can be easily assigned multiple materials.

So that's what the system does, it extracts, if needed, any hair sub-meshes from the character objects so they can be rendered with multiple material passes, and assigned the two pass materials to them. The package for three pipelines can do this, but the built-in pipeline really doesn't need it as the the hair shader already renders in two passes, though it might be useful if you want to assign your own shaders to it.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/82531fdc-ec30-4f53-aa0e-9ea0.png

I've added this as an optional button. Also note that it is only possible to change mesh and object data on a prefab variant of the character fbx, so this function operates on the prefabs (found in the Prefabs sub-folder of the character.)

A comparison of the opaque dithered default shader with the two material pass alpha clip + alpha blend method.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/cb44d833-122a-4977-8849-16ab.jpg

There is noticeable dithering in the opaque dithered shader, as expected, which is not present in the two pass rendering. Also as the hair is first rendered opaque to the z-buffer, the second alpha blend pass has much smaller performance impact as it does not overdraw the opaque areas.

But what's interesting about this method is that it also works in HDRP. As the two pass rendering does not need to manipulate the alpha channel for a depth pre-pass (the opaque pass effectively is the pre-pass), it means the hair can be rendered much more accurately and in higher quality.

Putting it all together I recreated a Cycles render I did recently to see what kind of quality I could push out of HDRP and I'm quite happy with the result:

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/302b02b3-d502-42ca-84e2-dd44.jpg

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