Package: com.unity.demoteam.digital-human
Library of tech features used to realize the digital human from The Heretic and Enemies.
Usage
Declare the package as a git dependency in Packages/manifest.json
:
"dependencies": {
"com.unity.demoteam.digital-human": "https://github.com/Unity-Technologies/com.unity.demoteam.digital-human.git",
...
}
Requirements
-Minimum Requirements - Unity 2020.3 + - HDRP 10.9.0 +
-
Requirements for Skin Deformation and Skin Attachment GPU Path
- Unity 2021.2 +
-
Requirements for new Eye and Skin Shaders
- Unity 2022.2.0a16 +
- HDRP 14.0.3 +
Features
-
Facial animation systems
- Tools for 4D clip import and processing. (When we say 4D, we mean a sequence of meshes captured over time.)
- 4D clip rendering with timeline integration.
- 4D frame fitting allowing detail injection from facial rig.
- Integration of facial rig from Snappers.
- Pose facial rig directly in Unity.
-
Skin attachment system
- Drive meshes and transforms in relation to dynamically deforming skin.
- Used to drive eyebrows, eyelashes, stubble and logical markers.
- Accelerated by C# Job System and Burst Compiler.
-
Shaders and rendering
- Full shader graphs for skin/eyes/teeth/hair as seen in The Heretic.
- Custom pass for cross-material normal buffer blur (tearline).
- Custom marker-driven occlusion for eyes and teeth.
New improvements
- Added GPU path for skin deformation and skin attachment calculations.
- When using GPU path for skin attachment target, EyeRenderer and TeethRenderer need a reference to the SkinAttachmentTarget driving the markers as the transforms aren't updated on CPU anymore
- Added skin tension to apply wrinkle maps.
- Custom pass for slight blurring around the eye lids.
- New shader graphs for eyes and skin.
- SnappersHeadRenderer now uses texture arrays. If migrating from older version of DHP, use "build texture arrays" to setup the textures properly.
See also
https://github.com/Unity-Technologies/com.unity.demoteam.digital-human.sample