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VRM - humanoid 3d avatar format for VR
  •  UniVRM-0.44のマテリアル(ja)
  • UniVRM-0.44 Material

    Material-related fixes and additions in UniVRM-0.44.

    Introduction of UniGLTF / UniUnlit shader

    UniVRM-0.43 was capable of importing / exporting the following Unlit shaders:

    • Unlit/Color
    • Unlit/Texture, VRM/UnlitTexture
    • Unlit/Transparent, VRM/UnlitTransparent
    • Unlit/Transparent Coutout, VRM/UnlitCutout
    • VRM/UnlitTransparentZWrite(not compatible with GLTF)

    The following materials that are set with GLTF were not functional:

    • doubleSided
    • the multiplication of color and texture
    • transparent with color
    • vertex color

    Hence, we introduced the GLTF-compatible Unlit shader UniGLTF / UnLit:

    • RenderType: Opaque, Cutout, Transparent, TransparentZWrite(VRM extension)
    • CullMode: Off(doubleSided=True), Back(doublueSided=False), Front(VRM extension)
    • VertexColorBlend: None, Multiply

    Improvement of texture conversion of Standard shaders

    The processing of textures other than Standard shader color has been improved.

    • Normal map correction: Since it is also applied to MToon, we put the details in the next section
    • Metallic, Roughnes, OcclusionMap conversion
      • RGBA channel recombination
      • Inversion of Roughness and Smoothness values
      • sRGB’s and Linear’s correspondence
      • Conversion with Importer, reverse conversion with Exporter

    Correction of normal map import / export

    The texture of Standard and MToon. Parse material’s property name according to _BumpMap.

    • EditorImport: TextureImporterType.NormalMap
    • RuntimeImport: Normal texture’s Pack
    • Export: Normal texture’s Unpack
    • sRGB’s and Linear’s correspondence
    • Tangent’s correspondence
    VRM - humanoid 3d avatar format for VR