Emission and glow¶
Starting with version v0.99
, it supports reading and writing of KHR_materials_emissive_strength
.
VRMC_materials_hdr_emissiveMultiplier は、非推奨になりました
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
.
Divide to 1
エクスポート時に下記の処理をして Emission の 最大値を 1 に修正します。
Vector3 emission;
var max_value = get_max(emission); // r, g, b で最大の値を得る
if(max_value>1)
{
emission = emission / max_value;
}
vrm-0.x can be saved
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
https://github.com/vrm-c/UniVRM/pull/1123
How to load in Unity app¶
UniVRM-0.99
以降でロードしてくださいSet PostEffect for your scene
Assets/UniGLTF/Samples/LookDev/RenderingServicePostProcessingProfile.asset
There is a sample profile