10.2. Texture

Texture settings are common to VRM and OtherObject.

Please see each site for detailed explanations.

Standard asset Water

https://docs.unity3d.com/ja/2019.1/Manual/HOWTO-Water.html

MToon reference

https://virtualcast.jp/wiki/unity/shader/mtoonreference

drawing style shader

https://usagi-meteor.booth.pm/items/4453497

Comic shader

https://booth.pm/ja/items/2138884

Ice shader

https://booth.pm/ja/items/2138863

10.2.1. Manipulating Textures

You can finely change the settings of the textures held by VRM and OtherObject. Both settings and usage are exactly the same.

texmenu1

texmenu2


  1. If there are multiple materials, select the target material from the upper combo box.

The contents of the texture settings are switched.

  1. Change various settings as you like.

  2. Check Change.

Note

From ver 2.3.0, it has been changed so that only materials with the checkbox turned on are registered as keyframes.

If you do not want to register, uncheck it and the value of that material will not be saved.

As a result, only the truly modified motion and texture settings are saved in the project, reducing file size.

10.2.1.1. Apply to all parts

../_images/prop_obj_3.png

Basically, it will be set for each material, but if there are many materials or you want to change the appearance of the model all at once, check this option and change the texture setting This will allow you to change them all at the same time.

Note that you cannot select a material while the checkbox is checked.

10.2.2. Ttexture details

Shader:

Choose one of the following: Standard, VRM/MToon, VRM10/MToon1, Water, Sketch, PostSketch, Comic, Ice , Pixelize , Cutout

Caution

  • The texture changes are not actually changed only while using this app.

  • The opacity of each color property may not be properly reflected in WebGL. note that.

  • If you have multiple textures (meshes) that use the same material, only the settings of the last texture will be reflected in the final animation project. (e.g. if there are 3 textures using material A, the 3rd setting will be applied last)

  • VRM 0.x models also follow the VRM 1.x specifications when loaded with this app. Therefore, basically use VRM10/MToon10 shaders.

  • Standard, VRM/MToon, VRM10/MToon10以外のシェーダーはUnityのバージョンやレンダリングの仕様により、変更する可能性があります。

10.2.2.1. Standard

Unity standard texture.

Color:

Change the base color of the texture.

blend mode:

Choose one of the following: Opaque, Cutout, Fade, Transparent

culling mode:

Choose one of the following: Off, Front, Back

metallic:

Makes the surface look like metal.

Glossiness:

Adds shine to the surface.

Emitting color:

Emission Color

Texture type:

Select From File or From Camera. In either case, you can unreference it by choosing --.

From file [1]

Select and load the material name given to the separately loaded texture file. Select -- to return to the original texture.

From camera [2]

Select a camera object that exists in your project. It is necessary to set the render texture separately on the camera object side.

Hint

10.2.2.2. VRM10/MToon10

VRM 1.0 standard shader. It is slightly different from that of VRM 0.x.

Color:

Change the base color of the texture.

blend mode:

Choose one of the following: Opaque, Cutout, Fade, Transparent

culling mode:

Choose one of the following: Off, Front, Back

cut off:

0.5 is the base value. Anything lower than that will gradually reveal missing textures. 1.0 is completely transparent.

Emitting color:

_EmissionColor

shade color:

_ShadeColor

Shadow border smoothness:

Shading Toony

shadowed area:

Shade Shift

Acceptance of shadows:

Receive Shadow

shading grade:

Shading Grade

Degree of reflection of ambient light:

Light Color Attenuation

rim light color:

Rim color

Rimlight border strength:

Rim Fresnel Power

SrcBlend ~ DstBlend:

Applies complex changes in color and transparency. For details, please search the explanation site of VRM/MToon.

Texture type:

Same as Standard

10.2.2.3. Water

A shader that represents the water surface.

Fresnel Scale:

Fresnel Scale

reflection color:

The color of the water surface when illuminated by light.

mirror surface color:

The color of the reflection on the water surface.

Wave amplitude, wave frequency, wave steepness, wave velocity, wave direction AB, wave direction CD:

Changes the frequency and magnitude of waves.

../_images/prop_obj_4g.jpg

If you apply this shader for purposes other than water surfaces, the object will be drawn as if it is swaying.


10.2.2.4. Sketch / PostSketch

This is a shader that creates a sketch-like depiction.

outline width:

Draw lines around textured objects.

stroke density:

extra brightness:

multi brightness:

shadow brightness:

Only Sketch

Sketch

PostSketch

img_ske

img_pske

The applied object itself is drawn in a sketch style.

Other objects are drawn through the applied object in a sketch style.


Distribution/Purchase

うさぎ流星群様

https://usagi-meteor.booth.pm/items/4453497

10.2.2.5. Comic

It is a shader that creates a cartoon-like depiction.

texture transparency:

The effect is similar to the VRM10/MToon10 cutoff. Make missing textures transparent.

line width:

Draw lines around textured objects.

Color:

Change the color of lines and shadows.

tone threshold:

Change the tone range.

../_images/prop_obj_4d.jpg

Distributor

Xin Games様

https://booth.pm/ja/items/2138884

10.2.2.6. Ice

This is a shader that renders like ice.

Color:

Change the color of the ice surface.

Transparency:

If the transparency is a positive value, the color becomes clear as ice. As it approaches 0, it becomes transparent. More negatives start to invert colors instead of being transparent.

basic transparency:

Multiply the transparency by the transparency.

roughness of ice:

Rough the ice into jagged edges.

distortion:

Changes the twist of the shape of the reflection on the ice.

../_images/prop_obj_4b.jpg

Distributor

Xin Games様

https://booth.pm/ja/items/2138863

Caution

This shader may not display correctly in AR space.


10.2.2.7. PixelizeTexture

It is a shader that becomes a certain block-like texture. This is a custom shader made from scratch by ChatGPT.

pixel size:

The size of the texture to pixelate. The larger this is, the more mosaic-like it becomes.

../_images/prop_obj_4c.jpg

10.2.2.8. Cutout

Objects with this shader applied will become transparent. Other objects that overlap or are behind this object will appear hollowed out in the shape of this object.

Color:

There is actually no point in setting it.

../_images/prop_obj_4.jpg

Hint

This shader is also effective in VR/AR.

Note

When you press the Transparency button on the left hand virtual controller of VR/AR, the shader of all materials will be automatically switched to Cutout.