Unity2019 Android GLES2.0 problem
mhama opened this issue · comments
Hi, I built android apk with UniVRM & the latest MToon with Unity2019.3.2f1 & GLES2.0, VRM models created with VRoid Studio look like this. (on Oculus Go)
It must look like below. (The same model and settings, captured with Unity Editor)
Is there any way to fix this problem? I need to use GLES2.0 rather than GLES3.0, due to a bit strange reason.
I found that the main reason is that GLES2 on Android (SnapDragon 821, 835) does't support BlendOp Min
nor BlendOp Max
.
So I modified
BlendOp Add, Max
to
BlendOp Add, Add
in MToon.shader and the problem looks to be solved.
Is there any reason to require Max
blendop?
(日本語でもOKです)
Thanks for your report.
Yes, BlendOp Add, Add
is Unity's default behaviour. and its solution is desirable.
MToon uses BlendOp Add, Max
to render alpha channel correctly.
You can use BlendOp Add, Add
if you don't need alpha channel.
And I will check BlendOp
behaviour in OpenGL ES 2.0. Thank you.
Related Issue
#10
vrm-c/UniVRM#28