Santarh / MToon

Toon Shader with Unity Global Illumination

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Unity2019 Android GLES2.0 problem

mhama opened this issue · comments

commented

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.

commented

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.