Conversation
Optional engine material on materials[]. Same override JSON shape; open engine strings. English only. Co-authored-by: Cursor <cursoragent@cursor.com>
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Thank you for the proposal and the proof of concept. We recognize the usefulness of storing engine-specific material descriptions in glTF. For an official VRMC material extension, we would need to define portable semantics and expected rendering behavior that can be implemented consistently across different engines. Such extensions can instead be developed and maintained independently as a third-party extension, without requiring standardization by the VRM Consortium. |
I'm proposing an optional multi-engine material/shader override specs that will work similar to how VRMC_springBone_extended_collider currently works. It will replace/extend mtoon/khr material when shader is applicable and fallback to mtoon otherwise.
Current working implementation/proof of concept:
https://github.com/miramocha/Extended-VRM-Specs/blob/main/examples/mtoonxt-liltoon-override-warudo.md
In the example implementation page, there is also MToonXT specs but please ignore it for the time being when reviewing this PR as it is not in scope.
Note that on the page/repo the extension name prefix is VRMXT_ to prevent collision with current official source, and we are replacing it with VRMC_ in this proposal.
I'll be happy to discuss, walkthrough, and take any suggestion into consideration, thank you.