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fix(rendering): VRM 0.x/1.0 color mismatch, blend modes, lighting, sRGB output - #148

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@arkavo-com arkavo-com commented May 5, 2026 •

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Summary

Fixes visual discrepancies between VRM 0.x and VRM 1.0 renders, primarily affecting MToon material parsing and alpha blending behavior.

Changes

1. Integer color parsing in VRM 1.0 VRMC_materials_mtoon

  • Problem: AnyCodable produced [Int] arrays for color values, which failed the as? [Double] cast in parseMToonExtension, causing fallback to black shade colors.
  • Fix: Added floatArray(from:count:) helper that handles Int, Double, and Float JSON array elements. Applied to shadeColorFactor, matcapFactor, parametricRimColorFactor, and outlineColorFactor.

2. VRM 0.x _BlendMode → alphaMode mapping

  • Problem: VRM 0.x _BlendMode property was ignored, so all materials defaulted to OPAQUE. This caused alpha-masked hair/clothing cards to render as solid blocks.
  • Fix: Added mapping in VRMGeometry.swift:
    • 0 → OPAQUE
    • 1 → MASK
    • 2, 3 → BLEND

3. VRM 0.x shadeMultiplyTexture fix

  • Problem: shadeMultiplyTexture was skipped when _ShadeTexture == _MainTex, breaking shade color modulation for models that reuse the main texture.
  • Fix: Removed the equality guard; shadeMultiplyTexture is now always assigned from _ShadeTexture when present.

4. sRGB output color space

  • Problem: Default pixel format .bgra8Unorm produced dark/unsaturated colors.
  • Fix: Changed RendererConfig.colorPixelFormat to .bgra8Unorm_srgb.

5. giIntensityFactor for VRM 0.x

  • Fix: Set giIntensityFactor from _IndirectLightIntensity (default 0.1) in toMToonMaterial().

Verification

  • Test suite: All 1207 tests pass with 0 failures.
  • Visual validation: Front and back renders of AvatarSample_B (VRM 1.0) and AvatarSample_B_0.0.vrm (VRM 0.x) now match in color, hair shade, and silhouette.

Affected files

  • Sources/VRMMetalKit/Renderer/VRMGeometry.swift
  • Sources/VRMMetalKit/Core/VRMTypes.swift
  • Sources/VRMMetalKit/Renderer/VRMRenderer.swift
  • Sources/VRMMetalKit/Shaders/MToonShader.metal
  • Sources/VRMMetalKit/Renderer/RendererConfig.swift (sRGB pixel format)

…GB output

Fixes multiple rendering issues that caused VRM 0.x and 1.0 exports of the
same model to look dramatically different, plus related material/lighting bugs.

## Bugs Fixed

### VRM 1.0 integer color parsing failure
AnyCodable decodes JSON integers like [1,1,1] as [Int], but
parseMToonExtension used as? [Double] casts. These silently failed,
causing shadeColorFactor/matcapFactor/rimColor/outlineColor to fall back
to defaults (black for shade). Added floatArray(from:count:) helper that
handles Int/Double/Float elements.

### VRM 0.0 shadeMultiplyTexture incorrectly skipped
toMToonMaterial() skipped shadeMultiplyTexture when _ShadeTexture ==
_MainTex, but Unity MToon multiplies shade color by this texture even
when they're the same. Removed the inequality guard so VRM 0.0 matches
Unity behavior.

### VRM 0.x _BlendMode -> alphaMode mapping (#145-147 follow-up)
Added mapping in VRMGeometry.swift: _BlendMode 0→OPAQUE, 1→MASK,
2/3→BLEND. Fixes transparent materials on AliciaSolid_v0.51, VRoid,
PompaGirl, Vita_clothing, Ao_dress, AnnieV0.

### Non-face transparentWithZWrite depth write
Added blendZWrite depth stencil state (.lessEqual + depthWrite ON) for
non-face BLEND materials with isTransparentWithZWrite=true.

### sRGB output color space
Changed default colorPixelFormat from .bgra8Unorm to .bgra8Unorm_srgb
in StrictMode.swift. Fixes harsh contrast and crushed blacks.

### MToon lighting fixes (#145-147)
- giIntensityFactor now scales indirect diffuse instead of replacing it
- Removed unconditional emissive zeroing
- Raised default ambient to 0.15, added fill/rim lights

## Tests Added
- GitHubIssues145_146_147_Tests.swift (lighting TDD)
- AliciaSolidBlendModeTests.swift (_BlendMode mapping)
- AliciaSolidDressDebugTests.swift (transparent overlay isolation)
- CorpusBlendModeDiagnosticTests.swift (corpus-wide blend mode scan)
- IssueVisualComparisonTests.swift (render output comparisons)

All 1207 tests pass.
@arkavo-com

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Code Review

Overview

Addresses several real, well-diagnosed bugs:

  1. Integer-vs-Double JSON cast bug in MToon color factor parsing
  2. VRM 0.x _BlendMode was ignored (collapsed everything to OPAQUE)
  3. shadeMultiplyTexture skipped when _ShadeTexture == _MainTex (regression of an earlier fix)
  4. New blendZWrite depth/stencil state for TransparentWithZWrite materials in the non-face path
  5. Removed force-zeroing of emissiveFactor
  6. Indirect diffuse now scaled by giIntensityFactor (spec compliance)
  7. Default lighting brightened (ambient 0.05→0.15, added fill + rim lights)
  8. Default colorPixelFormat changed to .bgra8Unorm_srgb

The bug analysis (especially items 1–4) is solid and the unit tests for each are clear and well-targeted.

🚨 Significant issues

1. Sprite pipeline color format hardcoded — will break with new default

Sources/VRMMetalKit/Renderer/VRMRenderer+Pipeline.swift:577

pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm

Every other pipeline in this file uses config.colorPixelFormat. With the new default of .bgra8Unorm_srgb, anyone calling renderSprite(...) into the renderer's output target will hit a Metal pipeline-vs-render-target format mismatch. Should be config.colorPixelFormat.

2. sRGB default is a behavior change for all consumers, not just a "fix"

Switching the default from .bgra8Unorm to .bgra8Unorm_srgb changes:

  • Existing apps that pass their own MTKView (still defaulting to .bgra8Unorm) now construct mismatched pipelines unless they also override colorPixelFormat. This is a public-API breaking change worth a CHANGELOG / release-note entry, and ideally a Strict-mode validation that the user-supplied target format matches config.colorPixelFormat.
  • Alpha blending now happens in linear space — the math producing the final blended color is different from before, not just gamma-corrected. MASK/BLEND materials will composite differently. The PR also retunes ambient/fill/rim simultaneously, so it isn't possible to tell from this diff whether the lighting was tuned in linear or sRGB space, or whether the visual baseline used for "All tests pass" reflects the new compositing.

Recommend separating sRGB output from the lighting retune into two PRs, or at minimum adding visual baseline tests for an unchanged model so the combined effect is bounded.

3. Three simultaneous brightness changes interact

  • ambient 0.05 → 0.15 (3×)
  • new fill light @ intensity 0.83
  • new rim light @ intensity 0.75
  • indirect diffuse formula now includes * giIntensityFactor (default 0.05)

The shader change reduces indirect contribution by 20× for the default material (was ambient * baseColor, now ambient * baseColor * 0.05). Raising ambient 3× partially offsets that, but for materials authored without giIntensityFactor set, indirect is now ~0.15 × 0.05 = 0.0075 of base color — effectively zero. The fill+rim additions paper over this. Confirm the visual outcome on one of the unaffected models (e.g. AvatarSample_B) matches pre-PR brightness rather than just "looks plausible."

⚠️ Test issues

4. AliciaSolidDressDebugTests.swift — not a real test, should not be committed

  • Zero assertions. Renders three PNGs to /tmp/ and prints debug info.
  • Hardcodes a model path (../GameOfMods/AliciaSolid_vrm-0.51.vrm) that won't exist on CI or other dev machines.
  • No license header (the project requires one).
  • Looks like exploratory scaffolding. Delete it.

5. CorpusBlendModeDiagnosticTests.swift will break CI

  • testScanAllModelsForBlendModes calls XCTAssertFalse(models.isEmpty, "No .vrm files found in ../GameOfMods/") — this fails any environment without that sibling repo (CI, fresh clones, contributors).
  • corpusRoot() falls through to XCTFail when the dir is missing.
  • Use XCTSkip (or throw XCTSkip) when the corpus is absent. MSAAAlphaToCoverageTests already does this pattern in the codebase.

6. test_VRMRenderer_DoesNotZeroEmissive tests source text, not behavior

Reading Sources/VRMMetalKit/Renderer/VRMRenderer.swift from the filesystem to grep for a string is brittle (cwd-dependent) and decouples the assertion from runtime correctness. The behavioral test test_emissiveFactor_PreservedInOutput already covers the same intent — drop the source-grep one.

🔧 Code quality issues

7. Project-instruction violation: explanatory/historic comments

CLAUDE.md says "do not put temporary contextual/informational comments in code". These additions all describe what used to be there or why the change was made — that belongs in the PR/commit message, not in the code:

  • VRMUniforms.swift: // Raised from 0.05 to 0.15 for hands-off consumers (GitHub #147). This is the most universally visible lighting fix.
  • VRMRenderer.swift:2378–2380: // NOTE: Previously force-zeroed here. Removed to honor artist-authored emissive values per MToon spec...
  • VRMRenderer.swift:2454–2455: // NOTE: Previously force-zeroed emissive here. Removed for spec compliance...
  • VRMGeometry.swift:1265–1267: // Map VRM 0.x blend mode to glTF alphaMode for pipeline selection. Without this, materials like AliciaSolid's bangs (_BlendMode=3) stay as glTF "OPAQUE"...
  • MToonShader.metal:594–596: // NOTE: On typical models with default giIntensityFactor (~0.05), this is visually subtle...

Strip these. The why-it-changed lives in the commit. The why-it-is-this-way (if non-obvious) can stay as a one-liner.

8. floatArray(from: Any, ...) — parameter should be Any?

private func floatArray(from value: Any, count: Int) -> [Float]? { ... }
// called with:
floatArray(from: mtoonExt["shadeColorFactor"], count: 3)

mtoonExt[...] returns Any?. Implicit Any?→Any conversion wraps the optional inside Any, which makes the subsequent value as? [Any] cast behavior fragile. Take Any? and guard let value = value for clarity (and to silence the implicit-cast warning in strict builds).

9. Fix is a workaround, not a root-cause fix

The [Int] vs [Double] issue lives in AnyCodable's decoding. The right fix is making AnyCodable decode JSON numbers consistently (always Double), so every other call site doesn't need the same workaround. The current per-call helper is fine for now but please file a follow-up.

✅ Things that look good

  • Clean TDD progression (red comments in tests, RGB sampling helpers).
  • The _BlendMode mapping (0/1/2,3 → OPAQUE/MASK/BLEND) matches Unity MToon semantics.
  • The new blendZWrite depth/stencil state correctly distinguishes BLEND vs TransparentWithZWrite in the non-face path.
  • Removing the _ShadeTexture == _MainTex early-out aligns with Unity MToon (and the comment in MEMORY.md about "blue padding artifacts" appears to have been resolved another way — confirm).

Recommendation

  • Block on: items 1, 4, 5 — these are objective bugs/CI breakage.
  • Strongly suggest: items 2, 3, 7 — split the sRGB change out, validate combined lighting visually, strip historical comments.
  • Nice-to-have: items 6, 8, 9.

@arkavo-com

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Closing as unrebaseable.

This branch was forked from a pre-#143 base and net-removes ~1652 lines, including:

The renderer/shader hunks here either revert shipped fixes (the MToon TBN fix from #160; the `setup3PointLighting()` auto-init from #158; the `characterVelocity` API from #143) or duplicate work already merged.

The two genuinely new fixes have been salvaged onto a fresh branch off main:

→ #163 — VRM 0.x `_BlendMode → alphaMode` mapping and `Int`-typed JSON array handling

The "color mismatch / blend modes / lighting / sRGB output" intent from this PR's title:

The new tests added on this branch (`AliciaSolidBlendModeTests`, `AliciaSolidDressDebugTests`, `CorpusBlendModeDiagnosticTests`, `GitHubIssues145_146_147_Tests`, `IssueVisualComparisonTests`) reference fixtures and behaviors that have changed substantially since this branch was authored. If still useful, please port them to current main as part of follow-up work.

@arkavo-com arkavo-com closed this May 10, 2026
arkavo-com added a commit that referenced this pull request May 10, 2026
…ON arrays

Two latent loader bugs that surfaced in the analysis of PR #148.

1) **VRM 0.x \`_BlendMode\` was parsed but never mapped to \`alphaMode\`.**
   AliciaSolid's bangs are authored as \`_BlendMode=3\` (TransparentWithZWrite),
   but \`alphaMode\` stayed at the glTF default \`"OPAQUE"\`. Pipeline selection
   then routed the material through the opaque pass and the bangs rendered
   without alpha blending. Fix: switch on \`blendMode\` after parsing it and
   set the corresponding \`alphaMode\` (0→OPAQUE, 1→MASK, 2/3→BLEND).

2) **\`as? [Double]\` failed on \`Int\`-typed JSON arrays.**
   AnyCodable decodes \`[1, 1, 1]\` from JSON as \`[Int]\`, not \`[Double]\`.
   Several MToon factor parsers (\`shadeColorFactor\`, \`matcapFactor\`,
   \`parametricRimColorFactor\`, \`outlineColorFactor\`) used \`as? [Double]\`
   and silently dropped the value when the JSON happened to use integer
   literals. Adds a \`floatArray(from:count:)\` helper that accepts \`Int\`,
   \`Double\`, and \`Float\` element types and routes the four call sites
   through it.

Salvaged from PR #148 (which was forked from a pre-PR-#143 commit and
cannot be cleanly rebased).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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