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【Unity】UniVRM v0.61.1のVRM/MToonシェーダーをシングルパスステレオレンダリングに対応させる

Last updated at Posted at 2023-09-13

Unityで開発したHoloLens2アプリにおいて,UniVRM v0.61.1のVRM/MToonシェーダーでVRMアバターを表示しようと思ったら,片目(左目)にしかアバターが描画されません.
普通に遊ぶ分には片目しか描画されてなくても案外気づかなかくて別に困らなかったりするのですが,気づく人にとっては気持ち悪いし,HoloLens2の画面録画(MRC)にも映らないなどといった問題点もあるので,何とかした方がいいです.

結論としては,MToonシェーダに関連する3つ(MToonCore.cginc,MToonSM3.cginc,MToonSM4.cginc)のファイルの中身を以下のように弄ります(長くなるので折りたたんでいます).

MToonCore.cginc
MToonCore.cginc
#ifndef MTOON_CORE_INCLUDED
#define MTOON_CORE_INCLUDED

#include "Lighting.cginc"
#include "AutoLight.cginc"

half _Cutoff;
fixed4 _Color;
fixed4 _ShadeColor;
sampler2D _MainTex; float4 _MainTex_ST;
sampler2D _ShadeTexture;
half _BumpScale;
sampler2D _BumpMap;
sampler2D _ReceiveShadowTexture; 
half _ReceiveShadowRate;
sampler2D _ShadingGradeTexture;
half _ShadingGradeRate;
half _ShadeShift;
half _ShadeToony;
half _LightColorAttenuation;
half _IndirectLightIntensity;
sampler2D _RimTexture;
half4 _RimColor;
half _RimLightingMix;
half _RimFresnelPower;
half _RimLift;
sampler2D _SphereAdd;
half4 _EmissionColor;
sampler2D _EmissionMap;
sampler2D _OutlineWidthTexture;
half _OutlineWidth;
half _OutlineScaledMaxDistance;
fixed4 _OutlineColor;
half _OutlineLightingMix;
sampler2D _UvAnimMaskTexture;
float _UvAnimScrollX;
float _UvAnimScrollY;
float _UvAnimRotation;

//UNITY_INSTANCING_BUFFER_START(Props)
//UNITY_INSTANCING_BUFFER_END(Props)

struct v2f
{
    float4 pos : SV_POSITION;
    float4 posWorld : TEXCOORD0;
    half3 tspace0 : TEXCOORD1;
    half3 tspace1 : TEXCOORD2;
    half3 tspace2 : TEXCOORD3;
    float2 uv0 : TEXCOORD4;
    float isOutline : TEXCOORD5;
    fixed4 color : TEXCOORD6;
    UNITY_FOG_COORDS(7)
    UNITY_SHADOW_COORDS(8)
    //UNITY_VERTEX_INPUT_INSTANCE_ID // necessary only if any instanced properties are going to be accessed in the fragment Shader.
    UNITY_VERTEX_OUTPUT_STEREO 
};

inline v2f InitializeV2F(appdata_full v, float4 projectedVertex, float isOutline)
{
    v2f o;
    UNITY_INITIALIZE_OUTPUT(v2f, o);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    //UNITY_TRANSFER_INSTANCE_ID(v, o);
    
    o.pos = projectedVertex;
    o.posWorld = mul(unity_ObjectToWorld, v.vertex);
    o.uv0 = v.texcoord;
    half3 worldNormal = UnityObjectToWorldNormal(v.normal);
    half3 worldTangent = UnityObjectToWorldDir(v.tangent);
    half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
    half3 worldBitangent = cross(worldNormal, worldTangent) * tangentSign;
    o.tspace0 = half3(worldTangent.x, worldBitangent.x, worldNormal.x);
    o.tspace1 = half3(worldTangent.y, worldBitangent.y, worldNormal.y);
    o.tspace2 = half3(worldTangent.z, worldBitangent.z, worldNormal.z);
    o.isOutline = isOutline;
    o.color = v.color;
    UNITY_TRANSFER_SHADOW(o, o._ShadowCoord);
    UNITY_TRANSFER_FOG(o, o.pos);
    return o;
}

inline float4 CalculateOutlineVertexClipPosition(appdata_full v)
{
    float outlineTex = tex2Dlod(_OutlineWidthTexture, float4(TRANSFORM_TEX(v.texcoord, _MainTex), 0, 0)).r;
    
 #if defined(MTOON_OUTLINE_WIDTH_WORLD)
    float3 worldNormalLength = length(mul((float3x3)transpose(unity_WorldToObject), v.normal));
    float3 outlineOffset = 0.01 * _OutlineWidth * outlineTex * worldNormalLength * v.normal;
    float4 vertex = UnityObjectToClipPos(v.vertex + outlineOffset);
 #elif defined(MTOON_OUTLINE_WIDTH_SCREEN)
    float4 nearUpperRight = mul(unity_CameraInvProjection, float4(1, 1, UNITY_NEAR_CLIP_VALUE, _ProjectionParams.y));
    float aspect = abs(nearUpperRight.y / nearUpperRight.x);
    float4 vertex = UnityObjectToClipPos(v.vertex);
    float3 viewNormal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal.xyz);
    float3 clipNormal = TransformViewToProjection(viewNormal.xyz);
    float2 projectedNormal = normalize(clipNormal.xy);
    projectedNormal *= min(vertex.w, _OutlineScaledMaxDistance);
    projectedNormal.x *= aspect;
    vertex.xy += 0.01 * _OutlineWidth * outlineTex * projectedNormal.xy * saturate(1 - abs(normalize(viewNormal).z)); // ignore offset when normal toward camera
 #else
    float4 vertex = UnityObjectToClipPos(v.vertex);
 #endif
    return vertex;
}

float4 frag_forward(v2f i) : SV_TARGET
{
#ifdef MTOON_CLIP_IF_OUTLINE_IS_NONE
    #ifdef MTOON_OUTLINE_WIDTH_WORLD
    #elif MTOON_OUTLINE_WIDTH_SCREEN
    #else
        clip(-1);
    #endif
#endif

    //UNITY_TRANSFER_INSTANCE_ID(v, o);
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
    
    // const
    const float PI_2 = 6.28318530718;
    const float EPS_COL = 0.00001;
    
    // uv
    float2 mainUv = TRANSFORM_TEX(i.uv0, _MainTex);
    
    // uv anim
    float uvAnim = tex2D(_UvAnimMaskTexture, mainUv).r * _Time.y;
    // translate uv in bottom-left origin coordinates.
    mainUv += float2(_UvAnimScrollX, _UvAnimScrollY) * uvAnim;
    // rotate uv counter-clockwise around (0.5, 0.5) in bottom-left origin coordinates.
    float rotateRad = _UvAnimRotation * PI_2 * uvAnim;
    const float2 rotatePivot = float2(0.5, 0.5);
    mainUv = mul(float2x2(cos(rotateRad), -sin(rotateRad), sin(rotateRad), cos(rotateRad)), mainUv - rotatePivot) + rotatePivot;
    
    // main tex
    half4 mainTex = tex2D(_MainTex, mainUv);
    
    // alpha
    half alpha = 1;
#ifdef _ALPHATEST_ON
    alpha = _Color.a * mainTex.a;
    alpha = (alpha - _Cutoff) / max(fwidth(alpha), EPS_COL) + 0.5; // Alpha to Coverage
    clip(alpha - _Cutoff);
    alpha = 1.0; // Discarded, otherwise it should be assumed to have full opacity
#endif
#ifdef _ALPHABLEND_ON
    alpha = _Color.a * mainTex.a;
#if !_ALPHATEST_ON && SHADER_API_D3D11 // Only enable this on D3D11, where I tested it
    clip(alpha - 0.0001);              // Slightly improves rendering with layered transparency
#endif
#endif
    
    // normal
#ifdef _NORMALMAP
    half3 tangentNormal = UnpackScaleNormal(tex2D(_BumpMap, mainUv), _BumpScale);
    half3 worldNormal;
    worldNormal.x = dot(i.tspace0, tangentNormal);
    worldNormal.y = dot(i.tspace1, tangentNormal);
    worldNormal.z = dot(i.tspace2, tangentNormal);
#else
    half3 worldNormal = half3(i.tspace0.z, i.tspace1.z, i.tspace2.z);
#endif
    float3 worldView = normalize(lerp(_WorldSpaceCameraPos.xyz - i.posWorld.xyz, UNITY_MATRIX_V[2].xyz, unity_OrthoParams.w));
    worldNormal *= step(0, dot(worldView, worldNormal)) * 2 - 1; // flip if projection matrix is flipped
    worldNormal *= lerp(+1.0, -1.0, i.isOutline);
    worldNormal = normalize(worldNormal);

    // Unity lighting
    UNITY_LIGHT_ATTENUATION(shadowAttenuation, i, i.posWorld.xyz);
    half3 lightDir = lerp(_WorldSpaceLightPos0.xyz, normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz), _WorldSpaceLightPos0.w);
    half3 lightColor = _LightColor0.rgb * step(0.5, length(lightDir)); // length(lightDir) is zero if directional light is disabled.
    half dotNL = dot(lightDir, worldNormal);
#ifdef MTOON_FORWARD_ADD
    half lightAttenuation = 1;
#else
    half lightAttenuation = shadowAttenuation * lerp(1, shadowAttenuation, _ReceiveShadowRate * tex2D(_ReceiveShadowTexture, mainUv).r);
#endif
    
    // Decide albedo color rate from Direct Light
    half shadingGrade = 1.0 - _ShadingGradeRate * (1.0 - tex2D(_ShadingGradeTexture, mainUv).r);
    half lightIntensity = dotNL; // [-1, +1]
    lightIntensity = lightIntensity * 0.5 + 0.5; // from [-1, +1] to [0, 1]
    lightIntensity = lightIntensity * lightAttenuation; // receive shadow
    lightIntensity = lightIntensity * shadingGrade; // darker
    lightIntensity = lightIntensity * 2.0 - 1.0; // from [0, 1] to [-1, +1]
    // tooned. mapping from [minIntensityThreshold, maxIntensityThreshold] to [0, 1]
    half maxIntensityThreshold = lerp(1, _ShadeShift, _ShadeToony);
    half minIntensityThreshold = _ShadeShift;
    lightIntensity = saturate((lightIntensity - minIntensityThreshold) / max(EPS_COL, (maxIntensityThreshold - minIntensityThreshold)));
    
    // Albedo color
    half4 shade = _ShadeColor * tex2D(_ShadeTexture, mainUv);
    half4 lit = _Color * mainTex;
    half3 col = lerp(shade.rgb, lit.rgb, lightIntensity);

    // Direct Light
    half3 lighting = lightColor;
    lighting = lerp(lighting, max(EPS_COL, max(lighting.x, max(lighting.y, lighting.z))), _LightColorAttenuation); // color atten
#ifdef MTOON_FORWARD_ADD
#ifdef _ALPHABLEND_ON
    lighting *= step(0, dotNL); // darken if transparent. Because Unity's transparent material can't receive shadowAttenuation.
#endif
    lighting *= 0.5; // darken if additional light.
    lighting *= min(0, dotNL) + 1; // darken dotNL < 0 area by using half lambert
    lighting *= shadowAttenuation; // darken if receiving shadow
#else
    // base light does not darken.
#endif
    col *= lighting;

    // Indirect Light
#ifdef MTOON_FORWARD_ADD
#else
    half3 toonedGI = 0.5 * (ShadeSH9(half4(0, 1, 0, 1)) + ShadeSH9(half4(0, -1, 0, 1)));
    half3 indirectLighting = lerp(toonedGI, ShadeSH9(half4(worldNormal, 1)), _IndirectLightIntensity);
    indirectLighting = lerp(indirectLighting, max(EPS_COL, max(indirectLighting.x, max(indirectLighting.y, indirectLighting.z))), _LightColorAttenuation); // color atten
    col += indirectLighting * lit;
    
    col = min(col, lit); // comment out if you want to PBR absolutely.
#endif

    // parametric rim lighting
#ifdef MTOON_FORWARD_ADD
    half3 staticRimLighting = 0;
    half3 mixedRimLighting = lighting;
#else
    half3 staticRimLighting = 1;
    half3 mixedRimLighting = lighting + indirectLighting;
#endif
    half3 rimLighting = lerp(staticRimLighting, mixedRimLighting, _RimLightingMix);
    half3 rim = pow(saturate(1.0 - dot(worldNormal, worldView) + _RimLift), _RimFresnelPower) * _RimColor.rgb * tex2D(_RimTexture, mainUv).rgb;
    col += lerp(rim * rimLighting, half3(0, 0, 0), i.isOutline);

    // additive matcap
#ifdef MTOON_FORWARD_ADD
#else
    half3 worldCameraUp = normalize(UNITY_MATRIX_V[1].xyz);
    half3 worldViewUp = normalize(worldCameraUp - worldView * dot(worldView, worldCameraUp));
    half3 worldViewRight = normalize(cross(worldView, worldViewUp));
    half2 matcapUv = half2(dot(worldViewRight, worldNormal), dot(worldViewUp, worldNormal)) * 0.5 + 0.5;
    half3 matcapLighting = tex2D(_SphereAdd, matcapUv);
    col += lerp(matcapLighting, half3(0, 0, 0), i.isOutline);
#endif

    // Emission
#ifdef MTOON_FORWARD_ADD
#else
    half3 emission = tex2D(_EmissionMap, mainUv).rgb * _EmissionColor.rgb;
    col += lerp(emission, half3(0, 0, 0), i.isOutline);
#endif

    // outline
#ifdef MTOON_OUTLINE_COLOR_FIXED
    col = lerp(col, _OutlineColor, i.isOutline);
#elif MTOON_OUTLINE_COLOR_MIXED
    col = lerp(col, _OutlineColor * lerp(half3(1, 1, 1), col, _OutlineLightingMix), i.isOutline);
#else
#endif

    // debug
#ifdef MTOON_DEBUG_NORMAL
    #ifdef MTOON_FORWARD_ADD
        return float4(0, 0, 0, 0);
    #else
        return float4(worldNormal * 0.5 + 0.5, alpha);
    #endif
#elif MTOON_DEBUG_LITSHADERATE
    #ifdef MTOON_FORWARD_ADD
        return float4(0, 0, 0, 0);
    #else
        return float4(lightIntensity * lighting, alpha);
    #endif
#endif


    half4 result = half4(col, alpha);
    UNITY_APPLY_FOG(i.fogCoord, result);
    return result;
}

#endif // MTOON_CORE_INCLUDED

MToonSM3.cginc
MToonSM3.cginc
#include "./MToonCore.cginc"

v2f vert_forward_base(appdata_full v)
{
    UNITY_SETUP_INSTANCE_ID(v);
    v.normal = normalize(v.normal);
    return InitializeV2F(v, UnityObjectToClipPos(v.vertex), 0);
}

v2f vert_forward_base_outline(appdata_full v)
{
    UNITY_SETUP_INSTANCE_ID(v);
    v.normal = normalize(v.normal);
    return InitializeV2F(v, CalculateOutlineVertexClipPosition(v), 1);
}

v2f vert_forward_add(appdata_full v)
{
    UNITY_SETUP_INSTANCE_ID(v);
    v.normal = normalize(v.normal);
    return InitializeV2F(v, UnityObjectToClipPos(v.vertex), 0);
}

MToonSM4.cginc
MToonSM4.cginc
#include "./MToonCore.cginc"

appdata_full vert_forward_base_with_outline(appdata_full v)
{
    UNITY_SETUP_INSTANCE_ID(v);
    v.normal = normalize(v.normal);
    return v;
}

v2f vert_forward_add(appdata_full v)
{
    UNITY_SETUP_INSTANCE_ID(v);
    v.normal = normalize(v.normal);
    return InitializeV2F(v, UnityObjectToClipPos(v.vertex), 0);
}

[maxvertexcount(6)]
void geom_forward_base(triangle appdata_full IN[3], inout TriangleStream<v2f> stream)
{
    v2f o;
    
#if defined(MTOON_OUTLINE_WIDTH_WORLD) || defined(MTOON_OUTLINE_WIDTH_SCREEN)
    for (int i = 2; i >= 0; --i)
    {
        appdata_full v = IN[i];
        v2f o = InitializeV2F(v, CalculateOutlineVertexClipPosition(v), 1);
        stream.Append(o);
    }
    stream.RestartStrip();
#endif

    for (int j = 0; j < 3; ++j)
    {
        appdata_full v = IN[j];
        v2f o = InitializeV2F(v, UnityObjectToClipPos(v.vertex), 0);
        stream.Append(o);
    }
    stream.RestartStrip();
}

ところどころに,

 UNITY_INITIALIZE_OUTPUT(v2f, o);
 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

を追記している感じです.シェーダ全然わからないので,不要な部分もあるかもしれないですが,とりあえず動き(シングルパスステレオレンダリングでも両目に表示され)ます.

そのほかの対応策としては,そもそもシングルパスステレオレンダリングを使わない(=マルチパスレンダリングを使う)こともできますが,負荷の関係でHoloLens2ではシングルパスステレオレンダリングを用いることが推奨されているようなので,上記のようにシェーダを弄るのが一番良さそうです.


【補足】
現時点(2023/9/13)でのclusterの推奨UniVRMのバージョンがv0.61.1なので,個人的にほかのプロジェクトでもUniVRM v0.61.1を使っていますが,UniVRMのこちらのGitHubページを見ると,VRMShaders/UniUnlitは2021年3月29日にUniVRM v0.70でシングルパスステレオレンダリングに対応しているようなので,VRM/MToonシェーダーもv0.61.0より後のバージョンでは公式に対応されてるかもです(ちょっと検索した感じでは見つけられなかったのと,GitHubのReleaseページを追う体力もなかったのでとりあえずそういうことだけ記事に残しておくという意図です).

【追記】
MToon v3.9からシングルパス対応したっぽい?(それがVRMいくつからなのかは調べてないので不明)

まあ、特に理由がないなら最新バージョンを使えばこの記事みたいなことをする必要は全然なかったということです。


【参考記事】

【その他関連ページ】

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