#shaders

2 messages ยท Page 1 of 1 (latest)

high bone
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standard but cooler
it is my first shader

smoky fractal
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nice

wild robin
thick shell
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๐Ÿ˜ฎ

spice yarrow
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๐Ÿค”

somber widget
opaque grail
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yikes

astral plover
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This is a shady channel

somber widget
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Hey now, don't cast shade on it like that

astral plover
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No Tea no Shader, No Pink Lemondader

past pewter
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๐Ÿ‘€

fleet nebula
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so im making a shader with nodes and this is my first time so i don't know a lot but i need some help here. Im trying to replace texture samples with triplanar samplers in amlify shader editor. here's an image of what i got.

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moved this to this channel

crystal wadi
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@velvet sorrel any progress with the updated water shader ? sorry for the ping

velvet sorrel
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I think I should be able to post it tonight, I just didn't get the chance to finish testing it

steep swift
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What is different in that water shader?

crystal wadi
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๐Ÿ˜ƒ

velvet sorrel
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The current version has a bug where realtime point lights do weird things when they pop on and off screen, so this fixes that, and also improves the transition between close things and the water surface

near flax
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nice that there's finally an actual shader channel

wheat reef
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@velvet sorrel sorry for the ping but i could really use a water shader right now XD

could i have some info

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wrong ping

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lmao >.>

velvet sorrel
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Hehe, if you need it, you can find it here:
https://gitlab.com/s-ilent/clear-water
Just click on the icon with the cloud and arrow to download it. I'll have the fixed version uploaded by tomorrow

stiff berry
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๐Ÿ˜ฎ

crystal wadi
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๐Ÿ˜ƒ

past pewter
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Does anyone have a really good Gaussian blur shader? Looking to use it for a world to create a nice blend between two meshes.

steep swift
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Not quite sure I see how a gaussian blur will make two meshes blend together. as a transformation type effect blur something swap it out and unblur? using a stencil to only affect the part of the screen with the mesh?

merry cradle
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Hmm.. new channel. Maybe try pinning some well-known shaders?

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๐Ÿค”

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So that other people won't have to go through the trouble of searching it up Google, I think?

wild robin
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sure, I'll copy and paste the listing in the avatar optimization doc

stiff berry
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A collection of tutorials that cover how to write your own shaders in Unity.

wild robin
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Here's the shaders linked in our avatar optimization documentation. These shaders aren't all that are out there, but they're commonly used, well optimized, and cover a large range of use cases. Note: For worlds, we strongly recommend sticking with Standard except in cases of special materials!

Xiexe's "XSToon" Unity Shaders (GNU GPUv3) - A collection of PBR 'Toon' shaders for Unity. https://github.com/Xiexe/Xiexes-Unity-Shaders
Silent's Shaders (MIT) - Shaders for Unity for cel shading, based off CubedParadox's Flat Lit Toon, featuring a number of handy features. https://gitlab.com/s-ilent/SCSS
NoeNoe's Shaders (Creative Commons 4.0) - A set of 'toon' shaders for VRChat intended to look good under any lighting. https://vrcat.club/threads/updated-29-5-18-noenoe-shaders.157/
Cubed's Shaders (MIT) - A compilation of custom shaders for Unity3D in the 'flat-lit toon' style. https://github.com/cubedparadox/Cubeds-Unity-Shaders

stiff berry
wild robin
stiff berry
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Nothing about that gdc talk is very complex at all, and the particle shaders they use look amazing. Simple addition and multiplication is all you really do

merry cradle
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Alright, thanks Tupper

past pewter
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@steep swift In this case itโ€™s an effect used for waterfalls inside of a world extracted from .hack//GU. They have a blur effect that makes them blend in with the mesh skybox. I found a Gaussian blur shader in the asset store that accurately recreates that effect, but itโ€™s not VR ready by any means and doesnโ€™t look good in a headset.

steep swift
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Which one did you like but wasn't good in vr? There might be ways to fix it to be vr friendly

tulip hornet
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anyone know how to do a panosphere shader where people can actually see the texture while inside of the sphere

velvet sorrel
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For, like, a skybox?

stiff berry
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use Cull Off or Cull Front in the subshader

tulip hornet
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no i'm using it on an avatar, just having a sphere on me

past pewter
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@steep swift Ooh, I'll check that one out right now! This is the one I was using-

velvet sorrel
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Isn't blur kind of expensive for something like that? ๐Ÿ‘€

burnt cairn
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The right one is better

past pewter
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It may be, I'm totally down for other shader options too for this kind of thing- I'm definitely still a noob when it comes to shader stuff

velvet sorrel
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But I haven't played the game, so I have to ask; wouldn't they just fade out the top of the waterfall with transparency?

past pewter
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It's very possible, I haven't seen shaders that just fade the ends of a mesh however

velvet sorrel
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Does the map have vertex colours?

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That would probably be the best way to do it - that's how I'd assume the game would do it, anyway

past pewter
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Let me check! ๐Ÿ˜ƒ

thick robin
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Finally my suggestion went through for a shader channel ๐Ÿ˜ƒ

velvet sorrel
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Then the artists would have painted transparency into the top of the waterfall's vertex colours

tulip hornet
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yea vrchat panosphere isn't goin well

thick robin
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๐Ÿ‘Œ

stiff berry
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@tulip hornet open the panosphere shader in a text editor, look for

SubShader
    {
        //Put Cull Front here
        Tags { 

In between the tags and subshader put either Cull Off or Cull Front. You probably want Cull Front, but both work. Cull off removes back face and front face culling so both sides of the sphere are drawn. Cull Front will cull front faces making only the inside faces drawn.

tulip hornet
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oh hell yea thank you

past pewter
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Well damn

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@steep swift and @velvet sorrel you are awesome ๐Ÿ˜„

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It's black

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The white vertex colors are shown, but the black is where it fads

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*fades

steep swift
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But it is rather expensive with so many texture lookups. I would experiment removing some of them and seeing if it still looks ok

past pewter
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(Whoops! Forgot Silent! Credited!)

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It seems the original game does it via vertex colors so I may be able to do it very inexpensively ๐Ÿ˜„

steep swift
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I'm still skeptical that it will give the effect you want

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Yes that sounds better

velvet sorrel
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Yeah, there you go!

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If you aren't already, you should try taking advantage of vertex colours in your main map shaders too

steep swift
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Sorry I was still catching up on the thread. My post got a bit out of context. Vertex colors are quite useful for this sort of thing and better than global effects. Often underused

past pewter
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This is really interesting to me tbh, I knew of some effects that could be done via vertex colors but I never realized just how powerful they are o.o

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What's the best use of them, outside of fading? ๐Ÿ˜ฎ

velvet sorrel
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Anything you want that can be interpolated nicely over vertexes

past pewter
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I like that ๐Ÿ˜„

velvet sorrel
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I think the two most widely used uses for them are either as a straight colour tint, or baked ambient occlusion. Lots of games also use them to blend textures together to have more detailed surfaces, and depending on how you handle the blending that can get really nice results. Then there are also ways to use them for specific objects, like for example, having a tree wind sway effect that uses the vertex colours to make it stronger at the tips of branches and static at the root. They're basically perfect for any kind of data like that.

naive rapids
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Does anyone know where I can get rgb shaders

somber widget
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have you tried checking the material's shader configuration? it might already have a color setting, or a texture you can just recolor

naive rapids
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Wym, I'm new to this so please go easy on me with the language

somber widget
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so if you click on the body in the heirarchy tab (which is usually on the left), then on the right, near the bottom, you should find a bunch of entries for your materials (they should have a shader dropdown on them, and a triangle). Click the triangle to see the shader configuration

naive rapids
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Mhm

somber widget
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Now, most likely it's just pulling that color from a texture - that is, an image. You should see a little thumbnail of that image under the shader configuration somewhere, click the little circle to see what it's using. Then you can open that image up in an image editor and change it as you see fit

naive rapids
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Oh ok thankyou

somber widget
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https://imgur.com/a/kSLjdcb here's what it should look like when you click that little circle next to main texture (note: different shaders might call it different things, but the thumbnail should be there whatever it's called)

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in the case of cubed you can also tint the entire material by clicking that white box to the right of main texture

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but if you're using something else you'll need to play with it a bit

undone bay
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Shader channel :poggers:

topaz knot
undone bay
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Don't give me that look

past pewter
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Shaders are the bane of my existence

lucid cedar
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Wish there was a way to do an expensive calculation just once and store the result

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The options seem to be putting it in the frag or vert functions, both of which are executed a lot of times

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Like if you don't want to show the model under a specific condition that never changes per pixel or vertex

past pewter
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is to do expensive calculations just once for the whole frame

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also shaders are parallel computing so most of doing stuff per pixel again is not a slowdown per se

near flax
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it still kind of is a slowdown depending on the calculation

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because you don't necessarily have as many (threads? don't know if that's the right term for GPU) as you have pixels

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so you can end up hogging them

wary junco
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I use two materials because part of my avatar needs back face culling and the other part needs no backface culling. Would it be possible to make a mask texture and do backface culling per pixel?

wary junco
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And would it be worth having a extra texture just for that

somber widget
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Wonder if that could be done in a geometry shader by using vertex colors to mark tris and changing the normal vector around

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That way the tris could still be culled from processing by the fragment shader

lucid cedar
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@wary junco that would be possible in a shader yes

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And it might be worth the extra texture

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In the fragment shader you can check if it's a front face or backface, but this is reversed in mirrors so you also have to check for that.

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Manual culling would be checking if it's a backface, if so then call clip(-1);

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But now you'd also have to sample the mask texture and check for its color

wary junco
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Cool. And the mask does not need to have the same resolution, right? My atlas is 4K x 4K, the mask think I could get away with being much, much smaller, like 128 tops

last token
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u can also use 2 materials one with Cull Front and one with Cull Back

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or u can do 2 passes one for p1 and one for p2

wary junco
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Yeah the idea was to do it in one shader and lose a material draw

last token
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u might also just do 1 pass and have a bool where

lucid cedar
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No, the mask can be any resolution

last token
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if texture is white here then cull front else cull back else if grey, no culling

lucid cedar
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If there is sufficient margin between each UV island you could get away with a much smaller resolution

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Like a 256px mask for a 4k texture

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And masks are generally solid colored which is ez crunch

last token
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yea

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but can do that

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where 0% color is cull back 50% is cull off and 100% is cull front

lucid cedar
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Assuming you need cull front anywhere yeah

last token
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u can also just cull off the whole thing

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it doesnt damage performance that much bc its one material and one object

lucid cedar
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Well if he specifically needs backface culling on one part, I'm assuming it's not just because of optimization

last token
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u can also just do thing the right way and prevent culling issues by making polygons to cover gaps

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i.e. under shirts and sleeves

wary junco
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Itโ€™s cutout hair that looks hollow without culling

last token
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yea then i dont think thats a really good idea

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considering that means the entire character has 2 have cutout

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i usually always keep transparent materials separate from opaque ones to prevent issues with most shaders and with lighting/culling/etc

wary junco
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The whole avatar already is cutout

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Cutout actually does not have transparent issues like blending does

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Itโ€™s a just a alpha test pass

last token
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and i dont like the way cutout looks sometimes

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unless u have high res texture it has like this weird pixelly effect at least up close

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so i like to use fade instead

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which is why i separate

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also is it ok to increase normal map quality

wary junco
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I avoid fade for the aforementioned transparent lighting issues. I find cutout is fine in vr where everything has a bit of blur anyway

last token
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bc originally

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all my normal maps were 2048x2048 max

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but then it looked so bad

wary junco
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Cutout does not need to be pixelated, it may or may not be depending on GPU settings

last token
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bc it was pixelly and it was terrible

wary junco
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Itโ€™s known as transparent antialiasing

last token
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so i modified it

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and idk if this has any impact on anything other than download speed

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but it made the normals so much more detailed and clear

wary junco
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The only effect is download size

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I would avoid compressing normal maps in general. Lossy image compression algorithms were not meant for encoded data like that so it has way more of a degradation of quality than intended

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Compress your diffuse and masks

last token
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how to uncompress

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do i set the normal quality thing

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nvm still need large res setting

lucid cedar
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Just don't crunch it

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Normal compression is fine

last token
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no it not

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i need to increase the resolution first

lucid cedar
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That's why you mark the textures as normal maps, they get compressed in a way that still works.

last token
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no

lucid cedar
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Well if you decrease the resolution then yeah it won't be fine

last token
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even if i did that

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at 2048 res its too pixelly

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at 4096 its more decent

lucid cedar
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I'm talking about the normal compression, not downscaling

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You don't want to downscale anything ideally

last token
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ya but how to make it use source res

lucid cedar
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Only lightmaps in worlds etc

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Just set the max size really high

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Is the size not a power of two?

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If so, set the non-power of two mode to "none"

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But this will make the file huge if you don't disable mipmapping too

last token
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non power of two is disabled

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and wat mip map

lucid cedar
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Original file size is used if the max size is set to equal or higher than that

last token
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kk

wary junco
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Compressed normal maps are super bad though to the where it can look better without the normalmap at all

last token
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ima modify xiexes to do a color multiplier

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anybody know how to do the gradient thing that xiexes does

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bc i want to add a gradient part where u can choose a offset and speed and it will interpolate on gradient the albedo

wary junco
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You mean the gradient editor property?

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Thatโ€™s a UI

last token
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yea but how to manipulate

wary junco
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You mean how to make one? I have absolutely no idea. I should pop the hood and look.

last token
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oof

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cuz i cant get the settings to show

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nvm got it

crystal wadi
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did you try that tool i sent you the other day wulfe

last token
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i trying to test shader thing

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it for some reason not work

merry sandal
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looking for a shader that is able to distort other meshes

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like, you have a mesh inside a sphere

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you apply the shader to the sphere

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and everything inside gets extremely wavy - like sine-wave

last token
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use the distortion shader and modify it

merry sandal
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oh

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uh

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I don't see a distortion shader

last token
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ima mske it use gradient 4 the scrolling color

merry sandal
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how do I import that shader

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all I see is a script

merry sandal
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got it

midnight dirge
digital kelp
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I think that's actually a mix of particles and a model, but I might be wrong.

midnight dirge
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Yes I know that the debris and the little puffs of smoke are particles. And I also know that the mushroom shape is a model. But my question is how you would make the top of the shroom look like it does in the picture.

near flax
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could be some rim lighting or something

last token
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u would need to create a procedural shader with noise

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essentially ur gonna have to simulate moving fire and the puffiness/bumpiness of a cloud

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u can make it easier by using an explosion mesh and explosion effect textures

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but would still need diffuse scolling, heightmap scrolling, etc

past pewter
midnight dirge
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I know that its from that pack...I just want to know how to make it myself, since I cant buy it .-.

past pewter
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it's a whole system of particle effects and some have shader effects on the particle materials

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most of it is well chosen textures for the billboards, also why it's a little loopy in vr

midnight dirge
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I already knew that it works with particles/meshes/shaders. I just want to know how the actual cloud of glowing smoke was done .-.

past pewter
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yeah, I can show you, hold on ๐Ÿ˜‰

midnight dirge
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Yeah but that is just smoke.

past pewter
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there's a particle system for the top, the middle and bottom parts

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the smoke and the 'fire' in the asset are the same thing, alpha blended particles

midnight dirge
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But I never found a way to make it "realistic". If you actually look in the video I posted then you can see how the fire turns into the black smoke.

past pewter
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you can render distortion grabpass particles in front of all that to fake the fire/smoke turbulence

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the asset uses tons of bloom in yellow, animation and well picked blended noise/cloud particles

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that's probably the better way of doing it and relatively fast

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volumetric 3D smoke and fire are a little too costly to do in a shader

midnight dirge
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Well yeah that was exactly what I was looking for, thanks.

past pewter
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it's gonna be laggier than the asset but a lot prettier in vr

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the texture lookup noise in that one is awesome

midnight dirge
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Well I guess you could probably reduce the quality/resolution right?

past pewter
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yeah but it starts to look like cotton candy and slices very quickly

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to make it look good is hard and keep 45+ fps, if you fill your headset with that raymarcher you get more than 6 million pixels to do the whole thing in again and again

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blending a bunch of particles and distorting the screen a little gets you pretty close too but not that 3D and fluffy

pseudo horizon
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Does anyone here have the destiny taken shader

thick robin
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Heatwave distortion SalitySaltySenpai

last token
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as i told em before its just using noise and heightmapping or raymarching

crystal wadi
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@last token found this nice tool made by the creator of Knights of Zarria for generating Displace maps.
Displacement Map Creator: http://zarria.net/heightmap/oldheightmap.html

Note when your importing "N*-displace maps" select it as a normal (*Use gray scale)
Control the amount of bumpiness. A low bumpiness value means that even sharp contrast in the heightmap is translated to gentle angles and bumps. A high value creates exaggerated bumps and very high-contrast lighting responses to the bumps. This option is only visible if Create from Greyscale is checked. https://docs.unity3d.com/Manual/TextureTypes.html#NormalMap

Don't get this confused with heightmaps or Roughness, true displace maps are used in high-end shaders such as Beast2018
If your looking for one of the best ways to get extreme quality you may like to try this, for performance in Game i found using Beast2018 with fixed tessellation method on factor of 4x works good if you only have a few objects, for a larger project with more than 1000 objects you could lower the factor to 1 with no performance loss normal/tangent calculation inside tessellation pass

unreal mauve
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Is there a substitute for TrueImage that supports gifs?

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Or video?

wild robin
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for gifs/video you'd have to convert to a spritesheet and scroll UVs through the spritesheet. Amplify has a node designed just for that, it makes it very easy

past pewter
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flipbook/sprite sheet

thick robin
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You have particle system that has sprite sheet function

past pewter
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a quad doesn't have any of the overhead of a particle system running

past pewter
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Hello and I got NoeNoe's Shader and I was wondering how I get it to Hide Nameplates?

I tried Transparent 2D, and Cubemap which Works Somewhat but not fully becasue I want to make Animations for avatars and I don't want the Nameplate Visible at all

Please Help

lucid cedar
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That seems like a very old version of Noenoe(?). In addition you don't want to use Noenoe to hide nameplates

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You need a shader with ZWrite that is also transparent basically

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I mean I guess you could use Noenoe with an invisible texture

past pewter
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idk any shaders with Z write

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and so far NoeNoe is the only thing with transparent invisibility i found for nameplates

thick robin
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Usually its what happens when the shader is corrupted or wrong version

past pewter
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and doesn't work

lucid cedar
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You didn't actually try putting "BlueprintCam" in the texture did you?

past pewter
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i did

lucid cedar
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Use a transparent texture is my guess

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Lol

past pewter
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becasue thats what people said to do

lucid cedar
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Or set opacity to 0

past pewter
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ok

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rn it's PBR Transparent

lucid cedar
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Some actual shader discussion: up to 4 different toon ramps, toon contrasts and intensity/saturation settings on one material.

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I can combine 3 more materials on my model now

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I would like some advice though, my current code seems rather messy. Right now, I'm using 3 if statements and one else to select a texture and some values. Basically I just check if the mask texture is red on the right pixel, if not then I check if it's green etc

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I wonder if this can cause issues regarding performance

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It's a handmade edit of a shader forge shader. All the variables starting with _ are properties on the material.

//Ramping
float4 ramp_sample;
float Contrast;
if(maskColor.r > 0.5) {
    ramp_sample = tex2D(_RampR,TRANSFORM_TEX(node_5758, _RampR));
    Contrast = _ToonContrastR;
} else if(maskColor.g > 0.5) {
    ramp_sample = tex2D(_RampG,TRANSFORM_TEX(node_5758, _RampG));
    Contrast = _ToonContrastG;
} else if(maskColor.b > 0.5) {
    ramp_sample = tex2D(_RampB,TRANSFORM_TEX(node_5758, _RampB));
    Contrast = _ToonContrastB;
} else {                
    ramp_sample = tex2D(_Ramp,TRANSFORM_TEX(node_5758, _Ramp));
    Contrast = _ToonContrast;
}
floral current
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Is there a shader that, essentially, makes a texture transparent based on the colors of the texture?
I have a few models with textures that are specific shades of white-to-black to control transparency, but I have yet to find any unity shaders that can assist with that.
Example:
How the eye looks without any shaders: https://puu.sh/CyfAz/871ed15e91.png
How it's supposed to look (from the game it's in): https://puu.sh/CyfBh/ebdbc1071b.png
If anyone knows of any or how to make a shader of that kind, I'd appreciate any assistance

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Top: Without any shaders
Bottom: How it's supposed to look

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For a quick note in case of any confusion: The eyeball itself is textured yellow, the coin engravings are a separate part overlaying the eye

thick robin
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Just change the color tint

floral current
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Well the problem with that is that's not the only part of the texture. It has other parts to it, like button decals

mortal dirge
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use paint3d or somthing and REcolor that part of the texture.

thick robin
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I guess it is used elsewhere also

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But if the eyes is it own material then color tint only affect that material

floral current
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The gray around isn't supposed to be visible, basically

mortal dirge
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which grey.

floral current
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The part wrapping around the words and circles

mortal dirge
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that needs to be fixed manually if cutout isnt working with standard shader.

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the texture is at fault if thats the case

grave hatch
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@lucid cedar I'd combine the toon contrast textures to one texture and set the different colors into different color channels, and then set the ramp_sample to be the color according to that. Simple if statements aren't too terrible, but multiple texture reads can be pretty bad

lucid cedar
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@grave hatch problem is, the toon textures aren't grayscale

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They can (and should) have color to them, much like MMD toon textures.

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In fact, rotating the MMD toon textures clockwise makes em usable

grave hatch
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are the textures strictly red green and blue? or do they have other hues

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if they have the same hue you can just have the if statement set the color from there according to the texture

lucid cedar
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The toon ramps can be any color at all

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The "mask" is something I only expect to have red, green and blue

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I only perform a read once per texture

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I probably can't optimize the texture count without literally making it just a detail albedo rather than a customizable toon lighting ramp

halcyon kestrel
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@lucid cedar yes this isn't great because you're creating possibly dynamic branches. The compiler might optimize it out to lerps, but I'm unsure. I don't trust the compiler.

A better way to do it would be to lerp between them base in your values.


float3 ramp =  lerp( lerp(rampA, rampB, _Val), rampC, _val2 )

Lerp is inexpensive and doesn't cause dynamic branching.

Otherwise, the best way to optimize is to keep your mask textures as low res as you can. It'll take less time to sample them that way.

stiff berry
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I have a few models with textures that are specific shades of white-to-black to control transparency, but I have yet to find any unity shaders that can assist with that.
@floral current in the texture import settings change "Alpha Source" to "From Gray Scale"

stiff berry
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@lucid cedar click the shader file and click on "Compile and show code" then look search for "if" to see if it actually created any branches. I don't see any with that code, although i've only setup that snippet

velvet sorrel
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@lucid cedar Why 4 ramps and a mask instead of 1 shadow tone texture that stores an exponent for ramp sharpness in the alpha channel?

last token
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cuz ramps can be colored

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ramps are also interpolated by stuff like angle to directional lighting

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which is not UV mapping

velvet sorrel
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Ohohoho

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My shader handles all that

last token
#

ye but again ramps are color multipliers

velvet sorrel
#

A tinted ramp is really just a regular black to white ramp with an offset

last token
#

not just intensities

last token
#

no its a color multiplier

velvet sorrel
#

See. All this is from one ramp and one texture

last token
#

the gradient can have any color it wants

velvet sorrel
#

You don't need multiple ramps to get a good effect

last token
#

yes if u want specific lighting on skin and such

velvet sorrel
#

In practise nobody is going to use a gradient that isn't dark to light

last token
#

great example:

#

very stylistic

#

a bit too rough of a ramp but makes my point

velvet sorrel
#

Not really...

#

Well, okay, I see your point, but IMO for MMD style models where the ramp is just "colour to white" you don't need that.

halcyon kestrel
#

@stiff berry does the compiled code ever actually show ifs? I don't think I've ever seen anything I've compiled show them.

stiff berry
#

yes

halcyon kestrel
#

Huh

#

Til

stiff berry
#

it'll look like this

  33: if_nz r2.w
  34:   mul r4.yzw, cb2[40].wwww, cb2[40].xxyz
  35:   mad r4.yzw, cb2[39].xxyz, cb2[39].wwww, r4.yyzw
  36:   mad r4.yzw, cb2[41].xxyz, cb2[41].wwww, r4.yyzw
  37:   dp3 r3.w, r4.yzwy, r4.yzwy
  38:   sqrt r5.x, r3.w
  39:   eq r5.x, r5.x, l(0.000000)
  40:   if_nz r5.x
halcyon kestrel
#

neat

#

Thanks for the info, guess I've just been a good boi

lucid cedar
#

@velvet sorrel my main goal was to be cross compatible with MMD toon ramps and stuff. The way you're describing sounds interesting, but would take a lot of setup work

#

Anyway, thanks for the tips!

#

There don't seem to be any branches but I might switch to lerps anyway, this would also give it slightly more flexibility

velvet sorrel
#

Ooh, it's not really

#

I mean, it's some work, you do have to make a texture for it. But it's as easy as filling in the areas of your atlas with the shade colour you want for them

#

But I see what you mean

lucid cedar
#

And there's also the problem of being able to support both toon ramps and toon "booleans"

#

Those ramp textures that are all or nothing

#

Although that might be fixable with intensity, I dunno

#

Holy it might actually have added branches

#

Time to fix lol

stiff berry
lucid cedar
#

Oof

stiff berry
#

i really don't know what's better but my gut says that 4 samples always vs 1 sample conditionally, the latter is probably better

lucid cedar
#

Well in that case it might be better to just keep it as it is

#

I have to either always sample them all, or use branching.

#

And since they're different toon textures I'd have to sample like 4 of them

stiff berry
#

profile it to be sure

lucid cedar
#

What would be the best way to go about it? Just have one shader with method A, one with B, then look in the Unity profiler?

stiff berry
#

Yea, make sure you enable the gpu profiler in the profiler window. Also you can use NVidia Nsight to get much more detailed info but it's harder to navigate

#

usually with unity's profiler i can't tell the difference between two things very easily

#

you're probably going to need to exagerate it by doing things like filling your entire screen with the shader, multiple copies of your avatar, higher resolution... stuff like that

#

as long as the test is the same between both branching and not it should be fine

#

but the difference will be more noticeable under that exaggerated setting

lucid cedar
#

Alright thanks, I'll give that a shot

velvet sorrel
#

Yeah, my thinking was that you could use the alpha channel of the tone map to define how sharp the shadows were. At that point, though, it might be a bit annoying to make the tone maps

sage dawn
#

Hello, im looking for a Standard/Roughness Shader that Supports Vertex Colors.

#

i have looked around on Google but none of the i find workon the current verson of Unity.

#

that we have to use that is.

steep swift
#

You want it to use vertex colors for diffuse instead of texture? or colors for something else?

lucid cedar
#

@sage dawn is it perhaps an option to bake the vertex colors into a texture instead, in Blender?

#

Because the vertex color workflow might not work very well with stuff like normal maps and metallic maps etc

sage dawn
#

each part use the same texture jsut with a vertex colors

#

it works with some stock shaders but they look a bit pale.

#

and they dont suppoert emmisive or normal mapping

#

i'd rather have them then a huge texture with the same thing over 50 times

last token
#

u dont need to

#

u can just uv map the whole thing onto 1 texture

#

the only thing is ur gonna have 2 copy one per color unless u have a transparent thing above it

stoic wyvern
#

The dedication for perfect Rider shadersvrclove

fleet nebula
#

how do i replace texture samples with triplaners in amplify shader editor?

grave hatch
#

for triplanar projection you need to have three UVs for each axis
x is the zy vectors of worldPos
y is the xz vectors of worldPos
z is the xy vectors of worldPos
and then for the textures set the UV's to be those and then blend them together

past pewter
#

is there a skybox shader i can use on a sphere that looks identical to when i apply a skybox in the Lighting panel?

#

here it is applied to the lighting's Skybox Material

#

here it is applied to a sphere

#

i've tried Noe's but the overlay shader appears really close in VR, and the skybox shader doesn't render on the inside of the sphere

#

i'm asking because i'd like to rotate the skybox, which i could do as an animation on the material, but wouldn't i need it applied to a sphere for that to work?

#

i'm actually not so sure now

#

๐Ÿค”

last token
#

just use an inverted sphere mesh

#

u can also convert it to a cubemap

oak stump
#

Heyho!
I'm a bit stuck right now.
Stuff like 3D-Modeling and C# Coding isn't a problem for me, but Shaders... uhh... dunno how to work with them x__x

#

I want to create a Shader for the "Skybox" of my new Map

#

anyone who could help me out with this? (ofc you'll be credited for that when I release the map ^3^)

crystal wadi
#

@velvet sorrel silent i had some issues with the updated water shader getting it working , will try again today

#

looking for it to cast shadows onto the sea floor

#

waves not working also

fleet nebula
narrow shore
#

help?
Im following a tutorial but there is a window that is different on the tutors end from mine... He mentions changing the shader to Cubed's shader... But I dont see how to do it on my end. See pics mine:

#

I have the material selected... but the windows are different.

#

i dont see what he's saying about switching from standard shader to cubed..

#

unity experience: day 2.

oak stump
#

Someone helping me by creating a shader?
I would even pay for it xP
I really need a shader which can "simulate" the Skybox from "Soul of the Creator, Final Fantasy XIV"

thick violet
#

@narrow shore Still have the problem? You selected the texture and not the material

narrow shore
#

the material never imported s o i must have skipped a step way earlier in the model/atlas/texture process....

#

thats my guess. I did see if i expand the model i see a material in there but all the options to change shader are grayed out

#

not sure why either. still learning

thick violet
#

Click on your model in the project folder, at the inspector tab under materials, set the "location" to "use external materials (legacy)"

narrow shore
#

ok done

thick violet
#

Then it shouldn't be greyed out and you can switch from standard to cubed shader if you have it in your project

narrow shore
#

ah~ nice!

#

that worked ๐Ÿ˜ƒ

#

Thanks @thick violet

thick violet
#

matsix โค

past pewter
#

currently making a map and whenever i go into the map my avatar shows up black like my lights dont affect it but it works outside my world. also other peoples avatars seem to work fine. I thought it could be my shadder but im using the same flat lit toon as everyone else?

#

any ideas?

faint fulcrum
#

Own avatar is on "PlayerLocal" layer so in case you're using mixed lights, enable that layer for those lights

past pewter
#

how do i do that?

past pewter
#

nvm i found it but i says that playerlocal layer is on

#

i found it doesnt work is any avatar using flat lit toon

lethal rock
#

Since when was this channel here? Would have been nice when I started mine

velvet sorrel
#

Only just last week now, I think

#

@crystal wadi It doesn't cast shadows. I'm looking into it though. Waves should be fine, make sure you're giving it a normal map ๐Ÿ‘€

crystal wadi
#

thanks also been busy also still need to dig into it check your DM

merry cradle
#

@lethal rock Around January 15... apologies for reading it this late

zealous sedge
#

Can anyone help me with this please? I cant select a shader

somber widget
#

select the model in the assets window, go to the materials tab, click extract materials

zealous sedge
#

sweet, thank you so much it worked ^^

simple sable
#

Heyooo! Bit of shader trouble I'd like some help with please, specifically Cubed's Flat Lit Toon in Fade mode. My model has two materials: the main cutout-mode material for the body, etc.; and the fade-mode material for eyes, shine, and other alpha-based effects. Despite Unity showing the material exactly as desired, VRChat completely removes these features, is if they were never part of the mesh.

#

I'm using Cubed's latest release, 0.26, btw.

last token
#

cubeds has transparency issues

simple sable
#

Is Silent's better?

last token
#

idk

simple sable
#

Walp. come to find out his Lite shaders don't have that issue, so I guess I'll just have to use those, though it seems there's no real difference in look or performance.

chilly stump
#

I personally use NoeNoe's for transparent/fade materials

simple sable
#

I'll check them out!

velvet sorrel
#

@simple sable Mine is better!

#

Hehehe

simple sable
#

Well I knew about yours lol. I'm also gonna check yours out, but it turns out there's a bunch of mesh-messing I need to do because the rips I made weren't perfect.

velvet sorrel
#

For transparent materials, the reason you're not seeing them appear properly in game is because VRchat overrides the render queue of materials to the default value of the shader.

#

This can only be set once per shader. What this means is: even if a shader provides "transparent" options for the blend mode that change the render queue, it will still render at the base render queue and get overridden by everything else. That's why shaders like mine come with multiple variants for cutout and transparency, they're set to work in VRC.

simple sable
#

So that's why using the two separate Cubed's Lite shaders fixes the problem? The render queue is reset when the shader is switched?

velvet sorrel
#

The idea is, one has the default queue get to Geometry (2000) and the other is set to Transparent (3000). Queues below 2500 are rendered in order of front to back, for optimisation, which means transparent things will be covered over by the background if they're using the normal Geometry queue

#

By using a shader that sets the default to 3000, we avoid the queue getting broken by VRchat. On queues above 2500, everything is rendered from back to front, so transparent things will overlap properly when using the right queue.

simple sable
#

Makes sense.

#

Well, I have no doubt your shaders are amazing, but in the end, it comes down to how easily I can mash the fragmentation effects of another in, which I already have to redo even if I wanted to keep to Cubed's, so we'll see what I decide when I get back to that point XD

#

Regardless, many thanks for the help and explanation!

past pewter
#

How do i get startsphere to work it just goes all bugged out

lucid cedar
#

The newest Cubed's shaders does not have transparency issues I believe @simple sable

#

Always make sure you're up to date

#

Any shader with a transparent render mode won't work unless it's a different shader or it's Standard.

#

Apparently cibbi's shader has a custom editor that actually swaps the used shader entirely

simple sable
#

@lucid cedar Cubed's latest release is what I have, 0.26. Silent explained why I was having issues.

lucid cedar
#

Oh really? I thought Cubed's had different versions for transparency these days.

#

You're right, it doesn't. Wow

#

It's a bit of a dated shader at this point considering the vast number of better-looking alternatives

#

Especially since Cubed's shadowing only works with realtime lights

#

I finally did that shader comparison by the way. Put like 12 models next to each other and tested them out with the "best-looking" settings I could find for each shader

#

I need to make a new scene with nighttime lighting and see how it goes there

#

I still couldn't get Xiexe's to behave as I wanted it to. It was too dark in my own world compared to all the others, but making the ramp brighter resulted in the model being overly lit in brighter worlds

thick robin
#

If the eyes are a different material i often use Unityโ€™s standard Sprite shader

#

As it has alpha blend

#

And no real problems except unlit

tender zealot
#

is there a shader that can be seen through other shaders?

#

specifically through the standard shader?

steep swift
#

You've asked a very broad question that needs more information to answer effectively. What is your goal/got a sketch of what you are going for? I assume this is for a world?

I'm guessing you want something stenciled. I would suggest trying out XSToon for testing first and play with the Advanced mode stenciling options as that shader makes it easy to experiment

#

You can make it work with Standard too...but you will have to copy the source (standard 2-sided is a decent starting point for this) and add the necessary stencil options to it

undone bay
#

If you want a shader that can be seen thru all other shaders, aka draws over them, you can just set zTest to flase and set the render quee higher just to make sure

left orbit
#

@digital moss I googled around in the past (or maybe someone recommended it here?) and found that noenoe's toon shaders are basically just a few transparent ones I use alongside cubed's

lucid cedar
#

@undone bay you mean ZTest Always

#

Also please don't do that unless you use stencils to mask it

#

Having your avatar be seen through every wall is a great way to get blocked

undone bay
#

Woops yah, your right

unreal mauve
#

Anyone have the Spritesheet Trueimage mashup shader?

velvet sorrel
#

Please don't use screen space image spam shaders

past pewter
#

Thanks to some awesome folks over in development-advanced, I was able to create this neat particle system- but I've been looking for a way to get it to have a white particle outline, similar to the effect seen here:

#

This is how the particle system currently looks

#

Been messing around with Amplify's outline capabilities, as well as a few toon shaders, but it doesn't seem that the outline functions for those work with particles.

#

Good example of how they look atm with Amplify outlines:

stiff berry
#

write some number into the stencil buffer when you draw the black and then check for NotEqual to that number when drawing the outline

#

and make the outline render at a later queue than the black

split scroll
#

It's the normal alpha blended particle shader, except it has slots for two textures. One texture always renders on top of the other

#

So you can make one slightly bigger, behind, and a different color than the other

past pewter
#

@split scroll Thank you so so much!!!!! ๐Ÿ˜„ This is exactly what I've been looking for!

past pewter
wary junco
#

Iโ€™m bad with terminology. What would a shader with its own built in cube map reflection be called? Like similar to what reflection probes do, except fake and static and just a materialโ€™s texture

past pewter
#

legacy reflective shahders do that, pick your own cubemap

wary junco
#

Are the part of unity?

#

Or something on asset store?

past pewter
#

built in unity shaders, they're under 'legacy shaders'

wary junco
#

Thanks much

severe tundra
#

Guys im trying to any info about how to make shader that reacting to other meshes like when u touching, i saw that yesterday, i could just touch a person, can somebody give info or even shader pls

steep swift
#

I really enjoy thoseeffects. Many different ways to do these types of reactions, not all of them are done with shaders and cameras, but I can't say I've seen exactly what you describe. Are you looking for avatars or worlds? particle system collider? Depth texture test (doesn't require an extra camera)? Or camera? Also some avatars have physics colliders in their hands which can cause reactions in hair for example. @severe tundra

severe tundra
steep swift
#

Yes that's probably using testing against the depth texture!!! Sounds quite challenging to implement it so well. Can't say I can write something this complex but if you want to figure it out yourself from first principles check out https://github.com/netri/Neitri-Unity-Shaders as a starting point

#

Also $10 is a steal for something that cool. Don't expect anything cheaper unless you're planning to learn how to do it and write stuff yourself @severe tundra

silk gorge
#

The author is a cool guy. He also makes VRPlayspaceMover for free, which a ton of people use/enjoy in VRC.

near flax
#

based only on the description there, i'm going to guess that the setup revolves around converting the blendshape into a per-vertex lookup texture, which is what the "Bake Blend Shapes" wizard would do, and at runtime it tests against the depth texture to figure how much to interpolate between the original vertex position and the blendshape position. shader parameters are probably to specify some threshold values for the depth testing and some values to adjust the interpolation.
that's just my guess though, i might try recreating this myself at some point because it sounds fun.
i have to say, the demo videos for it look really cool

past pewter
#

yes, thats pretty much it

severe tundra
#

thanks guys

past pewter
#

someone help

left orbit
#

@past pewter in blender?

cosmic dune
#

Cool rat

past pewter
#

no

#

uniayty

near flax
near flax
#

seems to work fairly well, although i'm not sure if there's a way i can detect intersection when the object is behind some geometry using this method, which is a little bit of a flaw to it. seems to work alright despite that though, since that part is mostly unseen anyway

royal gazelle
#

So does that use cameras at all?

near flax
#

nope, all you need is either a directional light somewhere in the scene or a certain post-processing effect applied to the world

#

so if the world has one of those, you get the effect at no performance cost. otherwise, you can just add a directional light with very low intensity to your avatar

royal gazelle
#

So how does the shader figure out where the other geometry is?

near flax
#

when there's a directional light in the scene, unity is forced to use deferred rendering, which, when on, will supply all shaders with a variable called _CameraDepthTexture

royal gazelle
#

Ah okay. So instead of using their own camera for depth, it uses the view camera?

near flax
#

which basically just spits out the current depth of any pixel on the screen from your eyes

#

yeah pretty much

royal gazelle
#

I was looking at the Batman Arkham snow thing, and this is pretty similar

near flax
#

it's a pretty neat trick, but it's definitely not perfect

#

ends up with lots of "blind spot" types of issues

royal gazelle
#

Well thanks for explaining, I'm gonna have a field day when I get back home

#

But the one problem is that you can't detect collisions where you can't see, so it depends on the angle of the camera

near flax
#

yeah exactly

#

if you watch the object highlight in my video, you'll see that it expands every time there's an object in front of it

#

and that's because i have no way of knowing information about the back parts of objects

royal gazelle
#

Do you know of any way to make the depth buffer not clear, so that if something gets close it keeps that high/low value until something gets closer?

near flax
#

not sure what you mean

royal gazelle
#

I'll figure it out

#

Anyway I thought that was gonna be really complicated, but you did a good job explaining it. Also, instead of using blebeshapes, couldn't you just move the vertices in the shader?

near flax
#

haha funny that

#

the blendshape is just used to define the way it should deform

#

and the way you pass it to the shader is by encoding those deltas into a texture

#

if you mean like just figuring out how to warp the space without predefining it, maybe...

#

it sounds kinda complicated though and i feel like you'd have a harder time getting good results from it

#

somebody did something pretty similar to the Batman Arkham snow thing in a VRChat world btw

#

think the world is called VERHACK iirc

#

has a bunch of weather effects and one of them is snow that piles up and deforms when you walk on it

royal gazelle
#

That's what I wanna recreate. I didn't know that you could pass blendshapes to a shader, is there somewhere I could learn that

near flax
#

you'll want to set up a script for encoding stuff into textures that you can do lookups on within the shader

#

unity has a method that it says to use called DecodeFloatRGBA

#

but it's kind of broken and doesn't give accurate results

#

someone made a stackoverflow post with fixed methods using bitshifts though

#

anyway, you have to set up an editor script to encode those into a texture and then decode them within the shader

#

basically turning the blendshape into a texture

royal gazelle
#

Okay I feel like I could learn that but it seems like too much work.

near flax
#

it's a pain in the ass the first time you do it, but every time after that you're basically just copy-pasting the same code

royal gazelle
#

Is it worth it

near flax
#

could be if you end up needing it for stuff

#

i originally wrote it because i wanted an eyetracking shader for a bunch of eyes, but didn't want to use a ton of meshes

#

so now i can make giant piles of eyeballs and have it be one mesh and one material

#

lets you do lots of nice tricks like that

#

i might open-source the collision shader thing after i clean it up a bit, i'll let you know if i do

royal gazelle
#

Okay

#

Please do

fluid hamlet
#

This might be asked alot but i never see a straight answer ... What is the best way to get MMD .spa files to work with unity shaders

near flax
#

@royal gazelle @severe tundra @steep swift

severe tundra
#

@near flax oh damn ill check it right now

#

@near flax blend shape its a shape key in blender right?

steep swift
#

!!!! Omg

near flax
#

yup

severe tundra
#

Tytyty

near flax
last token
#

blend shape store vertex offsets

#

and from 0 to 100 in unity how much to add

steep swift
#

Oh interesting you are using rgba to encode 32 bit floats in a texture. I was trying an approach for blendshape encoding with my gpu skinner with hdr textures storing them in rgba half but kept hitting precision errors

near flax
#

yeah i was running into that issue a lot on a project a few weeks ago where i wanted a multi-eye tracking shader

last token
#

the collision shader ok

#

but the shape keys no work very well

near flax
#

was working with vertex colors originally, but it's really hard to cram information into those

last token
#

especially in video

near flax
#

what you mean

last token
#

like it acts abnormal

#

i seen better examples where it does on a per vertex basis instead of using shapekeys

#

more intensive prob but more accurate morphing

#

kinda like the snow shader

near flax
#

my goal was just to recreate the product that trilla was asking about, which used blendshapes

#

i'll play around with specific vertex functions in the future, but i'm calling it a night for today

last token
#

o

#

if u can make a squishy shader i want

#

w00f

#

cuz then me floof can be squishied

near flax
#

need to finish my efficient fur shader in the future too, i'll open-source that when it's done

steep swift
#

Vertex colors can store floats, just use the Color apis not Color32 apis. I think you have to generate the mesh as a .asset in unity editor script. I have an example on my github to do this called AssetizeMeshes

last token
#

make fur shader that can be floofed

#

so when ppl pat me they hand can do a squish

near flax
#

yeah the issue i had with vertex colors is that i wanted to store a float3 in there

steep swift
#

Ah you mean deform the floofiness of a fur shader instead of the base vertices

near flax
#

that's actually a great idea, i'll play with that later

#

again, i'll have to mess with vertex deformation functions tho, so probably a lot of trial and error to get it to look good

last token
#

can even go as far as spring sim

#

so that not just fluffing it

#

but it bounce bacc

#

floofy floof 4 reference

steep swift
#

storing information (velocity, last position) between frames may make it a bit more complicated, but doable

last token
#

ye

steep swift
#

I need to play around with CustomRenderTextures

near flax
#

every now and then i think of something i can do with custom render textures, but then the issue always ends up being that i need some way to input information into it

#

and then i get sad because cameras

#

they are really nice for doing simulations tho, since it lets you double-buffer stuff without needing the whole camera1->rendertexture2->camera2->rendertexture1->camera1 setup

last token
#

i made a test shader one time

#

that did simple chroma key map

#

of a rendertexture

#

or like img

wary junco
#

I need 5 sides of a a metallic reflection cube map to show the closest reflection probe, but the 6th side to show a custom static texture. How would I go about this?

crystal wadi
#

could you use a 6 sided skymap on a blank map bake a reflection probe and use that as the cubemap

past pewter
#

How did someone force me to zoom in on their face when I looked at them

#

I know it was the work of an enemy shader

vivid furnace
#

where can i find good shaders?

past pewter
#

Also github

near flax
#

@past pewter GrabPass + screenspace + uv transforms

past pewter
#

Ah

#

Ty

merry cradle
#

Basically, a zoom shader.

royal gazelle
#

You guys are gods at this

#

I never would have thought to encode stuff into textures

#

How do you even decode it in the shader

vivid furnace
#

Iโ€™m looking for a shader that always faces forward to the player I have text that I wanna make sure it keeps facing the player locally

faint fulcrum
#

Most commonly people just use a particle for billboarding (what you describe) allowing usage of any shader without modification

vivid furnace
#

So a particle billboard would always face you when looking at it.. hmm I mean with the basic particles it does the same thing their just flat textures like look like round dots always facing you

royal gazelle
#

Yep.

#

No need to render an actual glow sphere when you can simulate it with a texture

vivid furnace
#

so how do i make a texture stand there just like a plane and not going away?

royal gazelle
#

Set the starting speed to 0, set the duration and lifetime to the same value, and set the emission to be a burst that emits one particle on startup

#

And set the emission shape to a sphere with 0 radius

vivid furnace
#

thank u

past pewter
#

;-

#

@merry reef

#

cade os br

#

porra

glacial jungle
#

anyone know a good shader for a lake?

devout trellis
#

Toocanzs do you want to be friends with me.

#

toocanzs do you want to be friends with me.

#

๐Ÿ‘Œ ๐Ÿ˜€

merry cradle
#

Dude no

last token
#

oof

#

elrie do u want 2 vrcfriendreq goyle bruh

#

Elrie do u want 2 ๐Ÿค gayley bruh.

#

๐Ÿ‘Œ๐Ÿถ

#

๐Ÿ”ฅ๐Ÿคค

merry cradle
#

Umm.. this ain't random chat.

last token
#

lol

velvet sorrel
#

@glacial jungle Try my water shader! It's available on vrcat

twilit remnant
#

Who can tell me how to make shaders change in a gesture?

split scroll
#

you can't change shaders, but you can change materials. So make a new material with a different shader and in the animation, just hit record then change the material

twilit remnant
#

Alright, thanks man

steep swift
#

(Skinned) Mesh Renderer / particle renderer module / trails all have Material._ParameterName to change shader parameters like color, emission kr anything custom

#

These have the benefit of smoothly transitioning rather than a sudden material swap

split scroll
#

yeah you can change parameters of a shader but not the shader itself

steep swift
#

True, for simple shader effects you can include both and lerp() between them. depends what you are going for

split scroll
#

That's a good point, it would definitely be worth making a custom shader for it depending on what you're trying to do

scenic radish
#

Could someone point me in the right direction to finding the most used shader's please.

steep swift
#

@scenic radish Good list for avatars here: https://docs.vrchat.com/docs/avatar-optimizing-tips half way under Avoid expensive shaders. You should also try Standard: it works well for some avatars and Poiyomi Toon can be another coice. Unity chan toon shader 2 is another actively maintained toon shader

scenic radish
#

Thank you.

versed tapir
#

about 13:25

#

I just want to know how to manipulate the players camera

faint fulcrum
#

To freeze or capture a frame, cameras are required, but beware that they work only for friends. But even then that frame would not be local to others unlike with only a grabpass.
(Asuming its for avatar, doable in worlds using player tracking)

silk gorge
#

Also, donโ€™t use that stuff in public worlds. Itโ€™s really terrible.

versed tapir
#

It's for a friend

#

If anyone has any idea or tutorial on that kinda stuff... Hit me up

royal gazelle
#

@versed tapir I don't know about freezing the frame but you can zoom by using a grabpass and some uv manipulation

versed tapir
#

i saw someone who could freeze everything but the ui

#

thats what im trying to achive

royal gazelle
#

The problem is, without a camera to capture a render texture, I don't know how'd you freeze the screen

steep swift
#

You can store data across frames by using named grabpass textures

near flax
#

isn't that just across passes, not across frames?

versed tapir
#

ok so basically the main component here is grabpass?

royal gazelle
#

@steep swift and how would you do that in a shader?

#

Also @near flax if I use that depth buffer you were talking about, could I essentially make night vision goggles?

near flax
#

sure i guess

#

you'd need a directional light to make it work anyway though

#

i wonder if you can use grabpass from customrendertexture shaders?

#

cause if you can, that might work for a freeze frame

#

issue would be with clearing it tho i guess

steep swift
#

It's across frames- it can get mixed up if mirrors or cameras exist.

near flax
steep swift
#

Don't declare the grabpass, just use the texture by name

#

I know, it blew me away when I realized any texture could be referenced by name just by declaring the sampler2D in code without a property or anything

near flax
#

oh my god, you're right

#

mind=blown

#

just tested on a few quads, works perfectly

#

i'll try it out with the crt too

past pewter
#

custom rendertextures are not supposed to be used on avatars right now

#

worlds only please

near flax
#

oof

#

wouldn't they be bad for worlds too then?

steep swift
#

Hmm, that seems like something the vrchat devs need to fix

past pewter
#

no because they just run on the instance once

steep swift
#

(E.g. implement Graphics.Blit script)

near flax
#

still no dev response on that canny

#

๐Ÿ˜ฆ

past pewter
#

oh they know

last token
#

can u use stuff like this for i.e. a camera or phone gesture

steep swift
#

you need an actual camera component for that (friends only).

last token
#

u cant use a grabpass or 'mirror' trick?

last token
#

also is there a way to set up skins like in gmod and etc

#

how u can change skin type with some identifier

onyx summit
#

Can anyone notify me what shader is the shader that zooms in on avatars faces? Iโ€™m looking into applying it to some custom emotes

magic coyote
velvet sorrel
#

How about not doing that instead

lethal rock
#

Itโ€™s a good way to get blocked or have your avatar hidden

somber widget
#

Or reported for that matter

vocal wadi
#

How do I force a specific fallback? Say, toon

stiff berry
vocal wadi
#

Thanks! I will give it a look

#

Just what I was looking for!
A shader called "Flat lit toon 2" (edited flatlit) should fall back on toon. I hope it will work, because my avatar is only really safe for work atm. with a toon shader

stiff berry
#

make sure your shader properties are named after conventional names like _MainTex _Ramp stuff like that

#

for it to transfer those textures to the fallback it needs to follow that convention

vocal wadi
#

I didn't mess much with the default flat lit toon variables, so that should work. I just added sin curves and unity time and set some color values to those

lucid cedar
#

Also the fallback toon shader will look ridiculously bad if you don't have your own _Ramp defined

torpid river
#

Sorry I respond to a old message on here

merry cradle
#

Oof.

vivid furnace
#

Where can I get that screen grab shader?

steep swift
#

... you're going to have to be more specific with your questions. If you're asking for something that messes up people's vision, this isn't the place for that

torpid river
#

Yes please donโ€™t use any shaders that move other players cameras.

vivid furnace
#

Then if I find any public models that does that I have the right report them and they get it removed?

silk gorge
#

You can report them yes, And depending on the effect it may get removed.

last token
#

he means a grabpass

#

and look it up or get some sort of free shader that does basic distortion or zoom

#

shoulsnt be hard 2 edit if decent with shaders

past pewter
#

or use your imagination and make something cooler than a zoom if you're decent with shaders

last token
#

like a sooper zoom

#

i used 2 have a shader that would play doggo vids

#

i used 2 hav liek a "game" shader also

#

with a like ball thing u can play wit

grave hatch
#

grabpass is great for making neat filters

last token
#

u not need it tho

#

u can just use som sort of transparent shader

#

grabpass more for manipulate view for liek fisheye or zoom or flip etc

grave hatch
#

depending on the effect you need to be grabpass to affect the colors of the geometry behind it

restive condor
#

How can I put some shaders on the avatar I imported into unity from blender? I want to put the shaders from cubed unity shaders

last token
#

what

restive condor
#

I don't have a material folder either

last token
#

u extract materials

#

or click to use legacy materials

#

its in materials tab of the import

restive condor
#

o shoot

near flax
#

legacy is bad, don't tell people to use legacy

last token
#

if u wanna extract u need a materials folder first

restive condor
#

forgot to import thaatt

last token
#

yea

#

just extract

restive condor
#

shoot

#

k thanks

last token
#

then should be editable

restive condor
#

thanks mate

last token
#

also don't forget that

#

if u add or change mats

#

u need to extract again

restive condor
#

alright

fleet nebula
#

how do I connect a planner node to a triplanner node in amplify it doesn't want to accept the yellow

past pewter
acoustic mica
#

Reimport cubeds

surreal breach
#

Anyone knows wich shader is the one that does that zoom in effect?

#

the one that like pulls your vision to the object with a zoom in

lucid cedar
#

I've got this really weird issue where a cube with a stencil shader on it is still blocking out particles for some reason

#

Any ideas?

#

Nvm, had to change the render queue to transparent. How odd that it still does this even with stencils.

grave hatch
#

stencils still write to the depth buffer pretty sure

lucid cedar
#

That is... not even close to what I was expecting

#

I mean, that explanation makes sense but is there a way to even stop that from happening without turning ZWrite off entirely?

#

I set the render queue to Geometry+501 for now

small heath
#

Does anyone use Cyberpunk V2 shaders?

#

Because im trying to figure out how to make it not dip to black after pulsing.

steep elk
#

anyone familiar with shaderforge shaders? i'm trying to make a glowing light move in a loop over a material but can't seem to make it work

grave hatch
#

Whahat do you currently have?

#

If you have a circular gradient you can add time to it and then fmod it

light shoal
#

how do you add a zoom shader

crude carbon
#

Is there someone that looks like the rock inside of the rotating things ?

queen horizon
#

you could try a materialization shader

mental cradle
#

Anyone know of a good directional dissolve shader?

brazen willow
#

I found this wireframe shader, but is there any way to create the same bloom & glow effect like in the video?

steep swift
#

yes, in fact I would go as far as to say that type of effect should be done in a shader, not in a script that generates a ton of game objects for a finite sized grid.

As for bloom and glow, if I had to guess, that is a post processing effect, so it would look the same if you used a shader to draw the grid.

brazen willow
#

I see
Also, is it possible to use the shader for terrain?

steep swift
#

the way they are doing the grid itself is actually extremely simple: If you pause at 1:54 you see they have a texture that is just a white square around the edges and transparent in the middle. You just want that to repeat.

One way to make it repeat is use a material with Tiling setting in the texture and set it to match the scale of your grid plane, and then the only shader question is to multiply the texture value by lerp(color1, color2, uv.y) to get a transition between like hot pink and blue for example.

#

if you use a shader that supports detail textures, you can probably do this effect without any shader modification at all: use a gradient as your main texture and the grid as a "detail" texture

brazen willow
#

Okay, thankyou

steep swift
#

I have never played with terrain, but I think you can apply any shader to terrain, but I'm not sure the gradient detail texture thing would work so well there (In fact I'm not even sure that's the right thing to do...I'm just trying to replicate exactly what that video did)

#

If you want a distance fade type effect I would actually do a lerp based on something like 1/(1 + distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex))) -> this will give a number between 0 and 1 based on how far away it is

#

and you can pass that number as an argument to lerp to generate a nice smooth gradient based on distance

lucid cedar
#

I've seen Wakamu do a shader exactly like that

#

You would probably want to use triplanar projection or something

stiff berry
#

For grid lines you probably want a planar projection instead

#

Use worldPos.xz as uvs and it will probably look very much like that image with a good repeatable grid texture

past pewter
#
            {
                float3 q = o - c;
                return float3(
                    dot(cross(u, v), q),
                    dot(cross(q, u), d),
                    dot(cross(v, q), d)) / dot(cross(v, u), d);
            }
``` to raycast a plane intersection for the floor, then UV map it to draw the lines ```                    float3 its = intersect(float3(0.0,0.0,0.0)+_WorldSpaceCameraPos/128., viewDirection, float3(0.0, -.0, 0.0), float3(0.25, 0.0, 0.0), float3(0.0, 0.0, 0.25))*16.; // plane intersect uv
                    if(its.x > 0.0)
                    {
                        col += 0.15*(smoothstep(.48,.5 ,abs(frac(its.y)-.5)) +smoothstep(.48,.5,abs(frac(its.z)-.5)))*sin(abs(viewDirection.y));
                    }```
#

no textures needed

past pewter
#

or if you have UVs of a quad or mesh as floor just use the last line and feed it the UVs

past pewter
#

GPU particles in a sphere being displaced by sine waves

crude carbon
#

is it doable in shader forge?

past pewter
#

probably but it's not trivial, something like a geometry shader that places billboards on the particle positions you generate

onyx summit
#

can someone hop into a call with me to help me im stumped with a shader

steep swift
#

Can you give some more background to help narrow down what you are doing?

#

What type of shader are you working on, what have you tried? What isn't working?

#

Ok I see you also asked your question in #avatars-2-general . Please keep to one channel. It wastes people's time. Also I don't tend to help people work with stuff like magnify shaders because they are often used in an obnoxious way

onyx summit
#

sorry but ig everyone asks me this, its going to be a subtle zoom on a face in a small area, not such as the penguins or knuckles, its transparent when it gets on the model, the shader applys to both the dupe and regular model and i want it to be a hand gesture but idk how

#

its something i have to show to explain

steep swift
#

Changing a material setting may apply to all models with the same material. Perhaps that is what you are seeing. What's the shader called / Did you write this shader. Does it use GrabPass?

onyx summit
#

i did not write this shader, idk im very new to this

#

thats why i asked for help in a call so i could be walked through without clogging a channel

steep swift
#

Sorry I'm at work atm so don't have time for a call. Was just trying to triage a bit to see if it's something I knew how to help with. I will still go with it's related to multiple models sharing one material

onyx summit
#

Guys if I wanted a hand gesture to change the shader of a model how would I go about doing that

fiery field
#

Make another material and drag the material while the animation is recording @onyx summit

onyx summit
#

While the animation is recording, I donโ€™t have to drag anything into the animation tab? And then I just adjust the shader and upload it and it will work? @fiery field

#

How would I apply it to a certain gesture

lucid cedar
#

You press record mode while recording the animation

#

Change the material and you're done

#

You can't swap out all of your materials though, that's the only downside.

onyx summit
#

i tried this and it didnt work, can i have some direct help? im kind of new to shaders

quasi pebble
#

Well what you're describing isn't a shader thing, it's an animation/gesture. which are 2 separate things entirely.

#

@onyx summit

wary junco
#

are there any shaders that can do screen space ambient occlusion?

steep swift
#

My understanding is nothing vr safe. You would need a way of doing it in screenspace but also somehow producing the correct result for each eye. If you get anything wrong you get this shiny sort of look the unity post processing ao has

fluid belfry
#

Anyone know of a shader that can make a line that always points up, regardless of the transform of the parent?

split scroll
#

Is there a reason this needs to be a shader? It's possible to do that with real objects and joints

somber widget
#

shaders will likely be less cpu hungry than using physics for that

split scroll
#

maybe, if you were to make shaders yourself. But it's a weird thing to request such a specific shader

somber widget
stiff berry
#

you could change the rotation portion of the object to world matrix to just be up/right/forward vectors but maintain the same scale

v2f vert (appdata v)
{
    v2f o;
    float3x3 basisVectors = transpose((float3x3)unity_ObjectToWorld);
    float4x4 objectToWorld = unity_ObjectToWorld;
    objectToWorld[0].xyz = float3(length(basisVectors[0]), 0, 0);
    objectToWorld[1].xyz = float3(0, length(basisVectors[1]), 0);
    objectToWorld[2].xyz = float3(0, 0, length(basisVectors[2]));
    o.vertex = mul(UNITY_MATRIX_VP, mul(objectToWorld, v.vertex));
    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    return o;
}
#

it's a little bit weird to do that though

stiff berry
#

that's basically the same as doing transform.forward = Vector3.forward; in script

stiff berry
#

You can get an upright billboard thing with this

v2f vert(appdata v)
{
    v2f o;

    float3 foward = normalize(_WorldSpaceCameraPos - mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz);
    float3 right = cross(foward, float3(0, 1, 0));
    float yawCamera = atan2(right.x, foward.x) - UNITY_PI/2;//Subtract 90 for quads to face towards camera
    float s, c;
    sincos(yawCamera, s, c);

    float3x3 newBasis = float3x3(
        float3(c, 0, s),
        float3(0, 1, 0),
        float3(-s, 0, c)
        );

    float4x4 objectToWorld = unity_ObjectToWorld;
    objectToWorld[0].xyz = newBasis[0];
    objectToWorld[1].xyz = newBasis[1];
    objectToWorld[2].xyz = newBasis[2];
    o.vertex = mul(UNITY_MATRIX_VP, mul(objectToWorld, v.vertex));
    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    return o;
}
#

there's probably a cleaner way to do that but the concept works

#

it's not too great at the edges of the screen cause of the way i'm doing it fixed

#

probably would look wrong in vr if i had to guess

past pewter
#

does anyone know that shader that is very commonly used for tails in vrchat? Looks like this

steep swift
#

there are a few fur shaders floating around. XSFur is probably the best one but it's around $11 - https://xiexe.booth.pm/items/1084711

VRใจใƒ‘ใƒ•ใ‚ฉใƒผใƒžใƒณใ‚นใ‚’ไธปใซใ—ใŸๆœฌๆ ผ็š„็ฃใ‚ทใ‚งใƒผใƒ€ใƒผ ใปใ‹ใฎไผผใŸใ‚ˆใ†ใชใ‚ทใ‚งใƒผใƒ€ใƒผใฏใƒฌใƒณใƒ€ใƒชใƒณใ‚ฐใƒ‘ใ‚นๆ•ฐใŒๅคšใ„ใŸใ‚ใ€ใƒฉใ‚ฐใชใฉใ‚’่ตทใ“ใ—ใ‚„ใ™ใ„ใฎใŒๅคšใ„ใงใ™ใ€‚ ็งใฎใฏใ€ใ™ในใฆใƒฏใƒณใƒ‘ใ‚นใ€‚ ๆฏ›ใจ่‚Œใฎใƒฌใƒผใƒคใƒผๅˆฅ...

#

basically they work by rendering layered shells around an object with varying opacity. some fur shaders basically just do this in a laggy way by effectively rendering 10-20 copies of the tail with varying opacity.

past pewter
#

Okay, thanks

past pewter
#

NB: if you do 20 passes it's not super laggy as long as it's a small mesh

#

but xsfur is a better approach

molten nacelle
#

hey guys anybody know how somebody made that zoom in, in the private penguin model? i heard that he made it with shaders so im asking here

steep swift
#

Please try and be creative and come up with an idea that is not going to affect everybody in the room and get you blocked. GrabPass effects like that tend to cause problems for VR users and are generally unpleasant

molten nacelle
#

i dont want to use it like that, im often only with my firends at rooms and i just want to scare them, they are all non vr. but okey im not gonna ask anymore

steep swift
#

Yes, you're unlikely to find help here with making that type of shader.

I can still point you how to get started with learning shaders: If you are familiar with programming I encourage you to open the code of an existing shader and try and learn how it works. If not, I would take a look at node-based shader editors: Shader Forge (available on github for free) or Amplify from the asset store.

light swan
#

Anyone know if there is a decal shader about?

stiff berry
cosmic night
#

@light swan here's decal shader, doing offset of vertices to move them above faces behind ๐Ÿค”

Shader "Decal" {
  Properties {
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _BumpMap ("Normal Map", 2D) = "bump" {}
  }
  SubShader {
    Tags { "RenderType"="Opaque" "Queue"="Geometry+1" "ForceNoShadowCasting"="True" }
    LOD 200
    Offset -1, -1
    
    CGPROGRAM
    #pragma surface surf Lambert decal:blend
    
    sampler2D _MainTex;
    sampler2D _BumpMap;
    
    struct Input {
      float2 uv_MainTex;
      float2 uv_BumpMap;
    };
    
    void surf (Input IN, inout SurfaceOutput o) {
      half4 c = tex2D (_MainTex, IN.uv_MainTex);
      o.Albedo = c.rgb;
      o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
      o.Alpha = c.a;
    }
    ENDCG
  } 
}
last token
#

hey how do u make metallic maps

#

what controls smoothness and wat controls metallic

lucid cedar
#

Alpha is smoothness, red is metallic.

#

Baffling choices if you ask me, but that's how it is.

#

@last token

#

If they were RG instead, that would save on filesize

last token
#

what about the ones used for xiexes

#

its just a metallic i think but is it like black and white

lucid cedar
#

Well, RA is used for Standard metallic. It can be black and white to make it easier but it isn't always

stiff berry
#

float roughness = (1-metalMap.a * _ReflSmoothness);

float3 finalreflections = (reflection * (MainColor * 2));
finalColor = (MainColor * ((1-_Metallic * metalMap.r)));

looks to be the same, red is metallic, alpha is smoothness

last token
#

kk

#

thx

#

so for an eye for example

#

would i have more solid red in the pupil and iris

lucid cedar
#

Probably yes

velvet sorrel
#

I think RG isn't used because it isn't supported on mobile platforms without RG format, so it would be lower quality than RGB/A

#

It's the same rationale for why normal maps are internally RGB/A for 2 channels

halcyon kestrel
#

Yes, I use red for Metallic, Alpha for Smoothness.

I also use Green as a Mask to eliminate reflections entirely starting with the 1.7 update which released today.

thorn geyser
naive oak
#

ok I need a complicated shader that is able to hide/not render everything on the player layer, essentially hiding other players behind anything while still being able to see the mesh and everything other than the player. Is this possible, and if so how?

tired token
#

Shaders don't detect layers.

naive oak
#

shoot

#

is there any way I could do this?

last token
#

can try using specific render layers

grave hatch
#

could you explain further? Not sure what effect youโ€™re trying to get

thick robin
#

you could just make an Alphalayer texture with an animation to change the color and snap to the rotations around the head rotating.

#

just UV a Cylinder around the head to use for this texture

crude carbon
#

Sooo, i got a problem with a water shader that doesnt show proprely, im wondering if someone here could help me

fleet nebula
#

in amplify shader editor how do i make a texture sample spin from the center, with a vector 2 node i can only make it move x and y

grave hatch
#

there's a rotator node

last token
#

is tessellation shader only a good idea for worlds and not avatars?

near flax
#

should be fine for avatars as long as the tessellation factor isn't stupidly high

#

like 1-2 subdivides shouldn't impact performance much

last token
#

distance based

near flax
#

might wanna add a cap to it then

grave hatch
#

tessellation is good for smoothing things out

#

but I don't see much use for it on avatars, esp since most avatars use toon lighting

near flax
#

i've used it in combination with some geometry shader stuff before

velvet sorrel
#

Tesellation is good for smooth, curved lines, so it would work nicely with cel shading

#

But you don't really need it in VR

past pewter
#

does anyone know where i can get the zoom in shader by chance?

steep swift
#

@past pewter screenspace shaders like that are frowned upon as they are a bad experience for vr users.

past pewter
#

alright.

#

i figured they were cause they can be pretty cancer in pubs

steep swift
#

Yeah in public worlds avatars with those are likely to be reported since avatar reports affect the avatar not the wearer which is nice

last token
#

unless the shader is distance culled and fairly small and not spamming it

faint fulcrum
#

Anybody managed figure out depth sampling in mirrors? Can't figure out get values into usable range. (If possible at all)

steep swift
#

You're trying to convert samples from _CameraDepthTexture?

faint fulcrum
#

Yeah

steep swift
#

The near clip plane in a mirror is not aligned to the camera but rather to the plane of the mirror itself. So I would expect the depth values to be the distance from the mirror clip plane. Something like that

#

Is it possible to invert the projection matrix to get to camera view space? I actually haven't managed to get this to work, just know depth is wonky in mirrors because of the oblique frustum

fleet nebula
#

so i added a rotator node to my eyes in amplify shader editor to make the iris spin like a loading wheel and this is what happens any one
know what happend or how to fix it? https://i.imgur.com/iFmmDew.png?1

#

it looks fine in the node viewer as you can see but not on the sphere

#

that is also the back side of the eye its suppose to be on the other side

#

it just keeps going in and out constantly

velvet sorrel
#

What are you adding it to?

fleet nebula
#

to a sphere which is the eye, also it just gos to the albedo after that

past pewter
#

Any good ghost shader?

last token
#

standard shader with emission and a transparent color or texture

faint fulcrum
steep swift
#

Oh nice. What was the magic bit you did to get them working?

faint fulcrum
steep swift
#

Ooh that's awesome specifically for oblique frustums. I'm going to have to dig into that again. I had some effects that weren't working right in the mirror

last token
#

wat it used 4

steep swift
#

In this case, Anything you use the depth texture for: even stuff like fog might use this

last token
#

couldnt u raymarch fog

faint fulcrum
#

I'll share the shader a bit later, will see if i can compress a couple instructions

#

For your own shaders, yes, not for overlays

steep swift
#

Yes But you want to apply fog only in front of all objects in the scene, and so you sample the depth map to know how far to raymarch. And this would tell you how to also render fog in the mirror reflection

last token
#

o ok

#

wat all the colors mean

faint fulcrum
#

frac(worldpos)

last token
#

oh ok so its just

#

like posx%1 posy%1 posz%1

faint fulcrum
#

Yes

last token
#

kk

faint fulcrum
#

Easier so see and debug instead if a smooth gradient

last token
#

oh no

#

theres a shader that overlays over the menu now

#

and makes it disappear

#

so u cant see or use the menu until they stop using it

steep swift
#

Report those avatars as malicious (you can go to panic mode if you can't see the menu)

#

Hold Both menu buttons or both grips and triggers I think

#

It's been going around for a while now. Some of the bad public ones have been taken down, but I guess the bug hasn't been fixed yet.

last token
#

sometimes u cant tell who it is cuz it just starts happening

past pewter
#

wasnt to sure where to post this so i thought i would ask here, how do i get that glow effect? is it from a shader or just a really bright color on the texture or a combination maybe?

past pewter
#

nvm i think i figured it out

fleet nebula
#

i think your looking for emission for that

past pewter
#

yeah thats what i tried and it looks good

#

still have not messed around with shaders and coloring too much yet

steep swift
#

some shaders such as Xiexe's XSToon also have a
glow in the dark type feature that turns on emission only in worlds which are dimly lit

last token
#

standard shader does that also

#

except its brighter than xiexes in light

acoustic oak
#

Wait standard adjusts emission values based on lighting?

steep swift
#

"Brighter than xiexe's in light" makes me think it's not adjusting based on the amount of light. Never seen this feature in standard, just ordinary emission

lucid cedar
#

I think Standard doesn't adjust emission at all

#

Standard emission implementation in practically any shader is to add emission on top of the end result, after lighting etc

#

I'm sure standard isn't any different, that's how surface shaders generally work too

halcyon kestrel
#

Standard does normal emission. Also, my emission scaling is broken right now. So my shader on 1.7 also just does normal emission, even if you turn the scaling on.

crystal torrent
#

anyone know where i can get a shader that has a 3d vertex ripple effect?

steep swift
#

PolyColorWave from theepicsnail on github

crystal torrent
#

thanks

past pewter
#

hi

ripe idol
#

It's toony now

#

๐Ÿ‘Œ

last token
#

gib

ripe idol
#

soon

#

I have to make sure there's no obvious bugs and make a tutorial video

molten widget
#

Is it possible to make a shader in shader graph then bring it back to the vrchat unity build?

#

because i don't see shader graph in 2017 version

#

Or does anyone have the old shader forge .package?

steep swift
velvet sorrel
molten widget
#

@steep swift that's what I was looking for thanks a bunch

cedar thistle
#

Are there any really good cutout shaders for detailed hair and feathers etc? Fade mode in standard would work but it also makes things see through and the cutout mode looks messy

steep swift
#

@cedar thistle I hear Alpha To Coverage or dithered is the way to go . Lucky for you, XSToon 1.7 is out with support for these. might be worth trying. (Caveat : DesktopLow quality setting has MSAA turned off, which causes Alpha to Coverage to not look good. However DesktopHigh and all VR users have MSAA)

past pewter
#

Someone should figure out how to do volumetric lighting

stiff berry
last token
#

@velvet sorrel is there a way to make ur cubed shader not have fresnel for specular

velvet sorrel
#

My shader also has support for dithering/alpha to coverage ๐Ÿ‘€

last token
#

like the standard shader does

velvet sorrel
#

Yeah, it's PBR

last token
#

but i not want the glow from ambience only lights

velvet sorrel
#

There's no option for it except to remove all smoothness