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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 569,
Visits: 9.0K
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The error is in the Amplify shader, but yes it could be found in any shader. It causes build times to go from minutes to hours and so it needs fixing. Ultimately it is a Unity issue as pointed out in your links, but it won't be fixed anytime soon and so a lighting workaround fix is needed for shaders, like the one you provided in the link. Obviously the lighting code has been changed in the various URP versions, which is why it happens in some versions and not in others. I originally posted the error so that it can be fixed in the shader, otherwise it will most likely remain an issue until Unity 2023 LTS.
The fix suggested is to remove the very shader features you would be wanting to use Unity 2021.2+ for. I'm not going to remove these features from the URP12 shaders. That's an individual choice that I'm not going to force on everyone. But since removing these features fixes the problem, then it would seem to imply the bug in shader compilation is that internal lighting textures for URP12 (light cookies, shadow maps, light maps, directional light maps, depth normals, etc.) do not share or incorrectly share texture samplers. So the only option left is to further reduce the texture samplers used in all the shaders. The skin shader uses 10 samplers with 30 textures. The other shaders use 6-7 samplers and don't trigger this problem? So I'll try and keep the sampler count to at most 6.
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 569,
Visits: 9.0K
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Jbowdoin (3/30/2023) "So yes, you can combine a merged mesh version of the character with a bunch of instalod exports and/or optimize and decimate exports." I been looking to go that for so long , i may need a use example though. I have a script that remaps the bones of extra clothing to the main body. so I need to know if that button leaves the resulting Avatar with the main skeleton or the LOD skeleton It maps everything to the LOD0 skeleton, which is the character level with the highest poly count and should be the main.
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 569,
Visits: 9.0K
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kostia.liakhov (3/29/2023) Thank you for your help, much appreciated. I may not be explaining it correctly, sorry - the issue seems to be in the hair not receiving the shadow. Everything else in the scene receives the shadow, but hair seems to ignore it. I made a quick test with an empty scene and a single light source. On the left is the character with Diffuse Strength set to 0 (diffuse colour #FFFFFF), on the right is the character with Diffuse Strength set to 1, same colour. Unless Diffuse Strength isn't supposed to be white/set to 1, it has this weird glow to it. I tried adjusting every single setting in the shader and the only one that seems to somehow fix it is the Diffuse Strength. Any advice how I can improve it? Big thanks in advance!
In your URP renderer settings (Assets/Settings/URP- XXXXXX-Renderer) there is an option: Transparent Receive Shadows. Is that on? Because it looks like the transparencies are not receiving shadows, and they should.
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kostia.liakhov
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kostia.liakhov
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3,
Visits: 55
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Amazing, this solved it, thank you so much!
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jerome.dipietro
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jerome.dipietro
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 91,
Visits: 1.1K
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@ Victor.Soupday Would it be possible to add a batch feature to the tool? I often need to import a number of characters, all using the same settings, then click Build Materials, then Bake. Would be ideal if I could multi-select characters in the listing on the left, and process them all at once.
Unity Virtual Reality Developer
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 569,
Visits: 9.0K
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Unity Auto-setup Release 1.4.8Built-in (Unity 3D): https://github.com/soupday/cc_unity_tools_3D/releasesURP: https://github.com/soupday/cc_unity_tools_URP/releasesHDRP: 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.
Mostly fixes to keep it up to date with the blender tools add-on spring bones.
@jerome.dipietro: I'll need to come up with something asynchronous to stop Unity trying to load in all the characters into memory at once and crashing spectacularly (which is surprisingly easy to get it to do).
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pragmavr
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pragmavr
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 1,
Visits: 43
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Hello Victor,
Thank you for your work! I am trying to setup wrinkles in Unity HDRP, using the last 1.4.9 version. The material looks well setup, if I change manually the vectors, I can see the wrinkles. I am trying to setup the automatic system to change the weight in real time, I found a script "winkels manager", but it does not change anything (init is ok, but calueSets stays at 0), how can I setup the manager please? is there some documentation/tutorial about that?
Thanks in advance!
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 569,
Visits: 9.0K
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expi (4/28/2023) Hello Victor,
Thank you for your work! I am trying to setup wrinkles in Unity HDRP, using the last 1.4.9 version. The material looks well setup, if I change manually the vectors, I can see the wrinkles. I am trying to setup the automatic system to change the weight in real time, I found a script "winkels manager", but it does not change anything (init is ok, but calueSets stays at 0), how can I setup the manager please? is there some documentation/tutorial about that?
Thanks in advance!There may be a case where the WrinkleOverallWeight parameter isn't exported in the JSON data. If that's the case the Blend Scale parameter will be 0.0 in the Wrinkle Manager which effectively turns the wrinkles off: Try setting the Blend Scale parameter to 1.0 in the Wrinkle Manager component.
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Duude
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 62,
Visits: 163
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Hello I did everything like in the this youtube tutorial, but for some reason my character is missing all textures so everythign is just pink? https://www.youtube.com/watch?v=EwdMSC8UjSY75% of original size (was 670x19) - Click to enlarge
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 569,
Visits: 9.0K
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Wrong package version for the pipeline (project template) you are using. Is the project Built-in pipeline, URP or HDRP pipeline? There is a version for each as the shaders are incompatible (which makes everything pink). If you didn't specify a URP or HDRP project template when you created the project then it would most likely be the built-in pipeline. Built-in (Unity 3D): https://github.com/soupday/cc_unity_tools_3D/releasesURP: https://github.com/soupday/cc_unity_tools_URP/releasesHDRP: https://github.com/soupday/cc_unity_tools_HDRP/releases
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