====== Materials available in VCI (Shader) ====== You can use the following shaders in VCI. * UnlitShader * [[en:unity:shader:mtoonreference | MToon reference]] * [[en:vci:overview:material:standardshader| StandardShader]] ===== Summary ===== You can use three shaders in VCI: **UniUnlit (Unlit)**, **StanderdShader** and **Mtoon**. * UniUnlit(Unlit): Render the color of the texture as is without calculating shadows. * [[en:unity:shader:mtoonreference|MToon]]: the toon shader also used in VRM (avatar). It creates the anime look. * [[en:vci:overview:material:standardshader| StandardShader]]: Designed on physics based rendering. Good for realistic look. For the detail on MToon, refer to the [[en:unity:shader:mtoonreference|MToon reference]].\\ As for the StandardShader, you cannot use all properties available as some of them are incompatible.\\ For the detail on setting up StandardShader, refer to [[en:vci:overview:material:standardshader| StandardShader in VCI]]. ===== Limitation of StandardShader ===== {{:vci:material:standardshaderforvci.jpg?direct&600|}} * Exportable textures are BaseColor, Metallic, Normal, Occlusion and Emission\\ (Secondary map and height map are not supported). * Emission will not be applied properly unless the post-effect is enabled.\\ To enable the post-effect, you have to change the graphic quality setting in VirtualCast to "High". * [[en:virtualcast:other:posteffect | Post-effects in VirtualCast]] ===== When to use which Shader ===== {{:vci:material:standardunlit.jpg?direct&600|}} ==== Pros of Unlit ==== * The process is very light in weight. * It will not be affected by [[en:virtualcast:studio:item:lightsource|light source]], so you can always keep a certain look.\\ (The unlit is good for objects that don't need any darkening such as texts) * For the immobile objects, you can directly bake shadows into the texture to render shadows with the least calculation. ==== Cons of Unlit ==== * Defeats the 3D feel of the object if a texture with a plain color or a pattern is used. * Baking shadow on the texture of a moving object will result in unnatural look when the object is moved.\\ Or you have to manually draw shadow that doesn't look unnatural when moving. * The texture is rendered bright when a texture with high brightness is used. ==== Pros of StandardShader ==== * Looks realistic when the materials are set up properly. * Shadow is rendered correctly when the [[en:virtualcast:studio:item:lightsource|light source]] item is moved. * Dimming the [[en:virtualcast:studio:item:lightsource|light source]] will dim the material as well. ==== Cons of StandardShader ==== * Computationally demanding compared to Unlit * As it is effected by the [[en:virtualcast:studio:item:lightsource|light source]], the object may look unnatural based on how the [[en:virtualcast:studio:item:lightsource|light source]] is placed (placement, angle and strength). * Not good for objects used for UI such as texts. ===== When to use MToon in VCI ===== * When you want to use UV-scroll (The only shader that supports UV-scroll...// [[en:unity:shader:mtoonsample1|Expression of light using MToon]] * When creating a toon looking VCI * When you want to use a Matcap