Emission and glow
Starting with version v0.99
, it supports reading and writing of KHR_materials_emissive_strength
.
The same feature, VRMC_materials_hdr_emissiveMultiplier
, has been deprecated.It retains readability, but uses KHR_materials_emissive_strength
when exporting, and does not use VRMC_materials_hdr_emissiveMultiplier
.
Target shader
Standard
VRM10/MToon10
Glow of PostEffect in Unity
A post effect that emits light when the Emission value exceeds 1.
It gets stronger by going over 1 to 3 or 4, but the maximum Emission value for glTF
is 1
.
When exporting, do the following to force the maximum value to 1.
Vector3 emission;
var max_value = get_max(emission); // Get the maximum value with r, g, b
if(max_value>1)
{
emission = emission / max_value;
}
vrm-0.x can be saved as it has no [0-1] limit.
Supports KHR_materials_emissive_strength
It supports reading and writing from v0.99
to KHR_materials_emissive_strength
.
Since UniVRM-0.99
, it is valid for MToon / PBR with VRM1 / GLB / GLTF.
VRMC_materials_hdr_emissiveMultiplier (deprecated)
It is no longer needed because it has the same function as KHR_materials_emissive_strength
.
Defines a float value to multiply against EmissiveFactor.
EmissiveFactor = EmissiveFactor * multiplier (value greater than 1)
Since UniVRM-0.79
, it is valid for MToon / PBR with VRM1 / GLB / GLTF.
Sample scene
There is a sample scene with PostEffect set, so please try it. Since there is a sample scene with PostEffect set. Please try it.
-
Assets\UniGLTF.Samples\LookDev\ballroom_1k.unity
-
Assets\UniGLTF.Samples\LookDev\lilienstein_1k.unity
-
Assets\UniGLTF.Samples\LookDev\moonless_golf_1k.unity
-
Assets\UniGLTF.Samples\LookDev\spruit_sunrise_1k.unity
How to load in Unity app
- Please load with
UniVRM-0.79
or later - Set PostEffect for your scene
Assets/UniGLTF/Samples/LookDev/RenderingServicePostProcessingProfile.asset
There is a sample profile