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auto-setup-for-unity's Issues

Decimal values from Json equals 0

I'm using this project in my HDRP Unity project instead of the DLL to import CC models.

By default, after an import, all the materials are black and almost no values are set.

For example, adding the line:
Debug.Log(kMaterialJson.ToJson()); at line 1090 in RLEditor.cs will log:
{"Material Type":"Pbr","MultiUV Index":0,"Two Side":true,"Diffuse Color":[0,0,0],"Ambient Color":[0,0,0],"Specular Color":[0,0,0],"Opacity":0,"Self Illumination":0,"Textures":{"Metallic":{"Texture Path":"","Strength":0,"Offset":[0,0],"Tiling":[0,0]},"Base Color":{"Texture Path":"./OldBG.fbm/Ga_Skin_Body_Pbr_Diffuse.tga","Strength":0,"Offset":[0,0],"Tiling":[0,0]},"Roughness":{"Texture Path":"","Strength":0,"Offset":[0,0],"Tiling":[0,0]},"Opacity":{"Texture Path":"./OldBG.fbm/Ga_Skin_Body_Pbr_Diffuse.tga","Strength":0,"Offset":[0,0],"Tiling":[0,0]},"Blend":{"Texture Path":"./textures/OldBG/OldBG/CC_Base_Tongue/Ga_Skin_Body_Pbr/Ga_Skin_Body_Pbr_blend_multiply.tga","Strength":0,"Offset":[0,0],"Tiling":[0,0],"Blend Mode":"Multiply"},"Normal":{"Texture Path":"./OldBG.fbm/Ga_Skin_Body_Pbr_Normal.tga","Strength":0,"Offset":[0,0],"Tiling":[0,0]},"Reflection":{"Texture Path":"","Strength":0,"Offset":[0,0],"Tiling":[0,0]},"AO":{"Texture Path":"./textures/OldBG/OldBG/CC_Base_Tongue/Ga_Skin_Body_Pbr/Ga_Skin_Body_Pbr_ao.tga","Strength":0,"Offset":[0,0],"Tiling":[0,0]},"MetallicAlpha":{"Texture Path":"./textures/OldBG/OldBG/CC_Base_Tongue/Ga_Skin_Body_Pbr/Ga_Skin_Body_Pbr_MetallicAlpha.tga"},"HDRP":{"Texture Path":"./textures/OldBG/OldBG/CC_Base_Tongue/Ga_Skin_Body_Pbr/Ga_Skin_Body_Pbr_HDRP.tga"}}}

As you can see, the Json parser is not able to read the decimal values, but the string are correct (e.g. Path).
Is it a LitJson library problem or am I doing something wrong?


Unity 2020.1.8f1
HDRP 8.2.0

Attempt to copy properties from a null material (HDRP)

This occurs on import of a new character from CC3 into Unity 2021.1.19f1, HDRP 11.0.0, and it recurs whenever this code is re-executed based on user activity. Stack trace:

Trying to copy properties from null material.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
RLPlugin.RLEditor:CreateMaterials (System.Collections.Generic.HashSet`1<string>,string,RLPlugin.RLEditor/EBaseGeneration,LitJson.JsonData) (at Assets/Plugins/Reallusion/Auto-Setup-for-Unity/Editor/RLEditor.cs:1043)
RLPlugin.RLEditor:OnPostprocessAllAssets (string[],string[],string[],string[]) (at Assets/Plugins/Reallusion/Auto-Setup-for-Unity/Editor/RLEditor.cs:894)
UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets (string[],string[],string[],string[],string[])

Initially I thought this might be related to #1, but it persists even after the diffusion profile has been assigned to the character and clothing materials.

I took a brief look at the code but haven't yet had time to investigate deeply.

Hair shader for HDRP

Hello,
I'm using this package to import CC avatars in my Unity HDRP project.
I find that the hair doesn't render well with the default HDRP/Lit shader.
I modified your script to use the HDRP/Hair shader but still it doesn't render as good as in CC, especially the colors and the transparency.
Typically there are values (in the Json: root, tip, dye colors) and textures (flow, id, root maps) that are not used.

My question is: do you have a better hair shader for Unity HDRP that render hair as close as in CC?

Green skin textures due to unassigned Diffusion Profile

Description

When using 4b860f8 (HEAD at the time of writing) inside a HDRP Unity project (2021.1.16f1), imported characters have green skintones. This seems to be due to the unassigned diffusion profile in SSS_Profile.mat.

image

If I understand correctly its properties are the ones copied at

rlMaterail.CopyPropertiesFromMaterial(kPresetMaterail);

When assigning the correct diffusion profile to this material and reimporting the assets, the problems seems to have been resolved.

Software Used

  • Unity 2021.1.16f1, using HDRP 11.0.0
  • Character Creator 3.43.4315.1
  • Auto Setup For Unity from this repo

Material.SetColor issue at RLEditor.cs

In the file .../Editor/RLEditor.cs the code at line 1100
rlMaterail.SetColor("_BaseColor", kBaseColor); - works only for SRP projects. But fails for projects with Built-in older Render Pipeline.

Need to use the same logic as lines 1115 - 1122.

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