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com.toshi.vlivekit.lensfilters

v0.1.8

Published

Lens filters for virtual live production.

Readme

VLive Lens Filters

HDRP / Visual Compositor 向けの、ライブ映像用ポストプロセスとレンズフィルター表現をまとめた Unity package です。

Package

  • Package name: com.toshi.vlivekit.lensfilters
  • Version: 0.1.8
  • Unity: 6000.3
  • Repository: https://github.com/toshi-kundesu/VLiveKit_LiveLensFilters
  • Package root: Assets/toshi.VLiveKit/LiveLensFilters

Effects

CreativeFx は Post-processing/toshi/LensFilters の Volume Component として追加できます。

  • Film / lens: Halation, Film Grain, Light Leak, Lens Vignette, Lens Distortion, Chromatic Aberration Plus, VLiveDOF
  • Optical light: Anamorphic Flare, Star Filter, Shaped Bokeh Filter, Light Sweep, Light Rays, Light Wrap
  • Stylized bloom / diffusion: Genshin Bloom, Genshin Color Grading, Diffusion
  • Glass / atmosphere: Prism, Dream Blur, Water Droplets, Rain On Lens, Depth Fog Overlay
  • Color / anime: Bleach Bypass, Three Strip Color, Color Quantize, Anime Speed Lines, Cinema Scope
  • Screen motion: Screen Transform, Zoom Blur
  • Glitch / live VJ: Analog Damage, RGB Glitch, Block Tear Glitch, Scan Roll Glitch, Pixel Sort

Scene View and Preview cameras are bypassed so the editor view stays usable while the effects remain active for Game cameras.

VLiveDOF is a depth-aware creative depth of field effect. Set Focus Distance and Focus Range for the sharp plane, then use Blur Radius, Bokeh Threshold, Bokeh Intensity, and Bokeh Tint to make bright out-of-focus lights draw intentional round bokeh discs.

Shaped Bokeh Filter turns bright highlights into patterned bokeh. Use Pattern for built-in Forest, Star, Heart, and Circle masks, or assign a high-contrast alpha texture to Pattern Texture for custom shapes such as text or icons.

Screen Transform applies a post-process UV transform to the camera image. Use Offset, Zoom, Rotation, and Pivot directly for keyframed screen motion, or add ScreenTransformWiggle to a Volume object to drive those values with smooth Perlin-noise motion similar to After Effects wiggle. Keep Zoom slightly above 1 when using offset wiggle so the clamped screen edges stay outside the frame.

Rain On Lens is a reference-style raindrop post-process based on the Heartfelt / yumayanagisawa/Unity-Raindrops structure. That repository has an MIT license file, while the shader source note still identifies Heartfelt as CC BY-NC-SA 3.0; review THIRD_PARTY_NOTICES.md before publishing this effect in a public release.

Layer Bloom Custom Pass

LayerBloom is an HDRP Custom Pass for adding bloom only from objects on a selected Unity layer.

  1. Add a Custom Pass Volume to the scene and add LayerBloom.
  2. Set Target Layer to the layer that should emit the bloom.
  3. Place the volume at an injection point after the target objects are rendered, such as Before Post Process or After Post Process.
  4. Tune Threshold, Source Boost, Blur Radius, Blur Iterations, Intensity, and Tint.

Set Target Mode to Material when only specific assigned materials should emit bloom, or Layer And Material when the material filter should be limited to a character layer. Assign one material to Target Material for the common case, or add more entries to Target Materials. Material targeting draws only matching submeshes with their original material pass; Match Material Instances also catches runtime (Instance) / (Clone) materials that keep the same shader and base material name, which is useful for VRM and converted character materials.

Set Color Mode to Source Color when the bloom should keep the target objects' rendered color. Use Tint Color for a single-color glow driven by the source brightness, or Source Color Tinted for the older multiplied-tint behavior.

Set Composite Mode to choose how the blurred layer is mixed back into the camera: Additive preserves the older bright glow, Screen gives a softer photographic blend, Lighten only keeps brighter pixels, Soft Add avoids blowing out bright backgrounds, and Overlay is a stylized contrast blend.

Normalize Source Brightness keeps the layer source from crossing the bloom threshold as HDR exposure changes. Leave it enabled for character bloom when auto exposure, LiveToon highlights, or bright backgrounds make the source pulse; tune Normalized Source Brightness around the threshold instead of chasing scene lighting.

Use Camera Depth keeps the bloom source limited to visible parts of the selected layer. Disable it when you want hidden or always-on layer silhouettes to contribute to the bloom. Show Bloom Only is useful while tuning the mask and blur.

Samples

  • Empty Scene is a blank starting point for a Lens Filters setup.
  • All Filter Tests includes All Filters Test.unity, which cycles through every CreativeFx custom post process, and Layer Bloom Test.unity, which opens directly on the LayerBloom custom pass.
  • All Filter Tests/Prefabs/Volumes includes ready-to-drop global volume prefabs for every CreativeFx effect, a Screen Wiggle Volume helper prefab, plus LayerBloom and MaskOffsetRimLight custom pass volume prefabs.

MaskOffsetRimLight builds a screen-space rim from a shifted character mask. Use Mask Source: Original Material when the character shader changes vertex positions, such as LiveToon perspective correction, so the mask follows the rendered character shape. Rim Placement: Inside clips the rim to the original mask; switch to Outside only when an exterior glow is desired. Set Offset Source to Directional Light to derive the rim direction from a scene Directional Light or RenderSettings.sun; Invert Directional Light is useful when you want the rim to appear on the side the light comes from.

For local package development, the same scenes are mirrored under Sample/ so they stay visible in the Unity Project window. Published packages use the importable Samples~/ copies listed in package.json; Sample/ is excluded from npm packages.

Install

Add this package to Packages/manifest.json.

{
  "dependencies": {
    "com.toshi.vlivekit.lensfilters": "0.1.8"
  }
}

For local development in the VLiveKit sandbox, the package is installed as a submodule under Packages/VLiveKit_LiveLensFilters and referenced with a local file: dependency.

Dependencies

  • Kino 2.1.12 (jp.keijiro.kino.post-processing) is installed as a package dependency from the jp.keijiro scoped registry.
  • Cinema (jp.supertask.cinema.post-processing) is installed from Git in the project Packages/manifest.json, because Unity does not allow Git URL dependencies inside a package package.json.

Unity Visual Compositor 0.30.7-preview is not installed by default because it targets an older Unity/HDRP stack and can fail shader compilation in Unity 6000.3/HDRP 17. The legacy StepNode custom node is still included as optional source and only compiles when VLIVEKIT_LIVELENSFILTERS_ENABLE_VISUAL_COMPOSITOR is defined in a project that installs Visual Compositor explicitly.

To use the registry dependency outside the VLiveKit installer flow, add the Keijiro scoped registry to the project manifest:

{
  "scopedRegistries": [
    {
      "name": "Keijiro",
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.keijiro" ]
    }
  ]
}

Cinema can be added to the project manifest with:

{
  "dependencies": {
    "jp.supertask.cinema.post-processing": "https://github.com/supertask/Cinema.git?path=/Packages/jp.supertask.cinema.post-processing"
  }
}

License

Original package code and assets follow this repository's LICENSE. Third-party assets keep their own licenses and notices.