#shaders

2 messages · Page 11 of 1

drowsy field
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these packages are two different authors, but they both use the same editor

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location of the editor should be arbitrary and hopefully thats managed in such a way there would be one editor.
Ideally the first shader installed claims the location in assets that editor appears.

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then ideally the 2nd shader installed will give way to that shared editor location

solid grail
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or just overwrite it with the same thing since it's the same file in the same location

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which should have no effect

drowsy field
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idealy, however the editors will end up being in two different folder structures in each shader zip because the two shader authors dont care about eachother and there's no point communicating.
As well as the editor author did not explain the recommended place to install its package for usage.

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so the solution.

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How to make sure any borrowed editor is wholely independent and what lines to edit?

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it got complicated

solid grail
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The editor author just says to change your shader files to use the inspector. No one should be moving it from there since it's already in a packaged location but if they do then they're just dumb lol
Idiot proofing this stuff is futile

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In any case simply deleting the duplicate would fix it for anyone.

drowsy field
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im liking overthinking however its exactly what happened :x

solid grail
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Then whoever packaged the duplicate editor is dumb 🤷

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If you know you're using a library that isn't your own and you move it I question the quality of whatever you made in the first place 🤷

drowsy field
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so it goes back to, what are the code steps to make any editor wholly independent from duplicates?

solid grail
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At that point you'd need to rename everything in the editor itself...

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Alternatively you can just make a script that looks for duplicates and warns the user on-import to delete the duplicate.

drowsy field
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i worry it means every single function needs a rename

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makes me think how dumb and unadoptable editor scripts are

solid grail
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I'm thinking simply here.

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there's probably some extremely complicated solution you could write into another script.

drowsy field
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making an automation to fix a issue

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well cibbis thing is working, however would need to string it apart later

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and then theres

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the ShaderEditorGenerator.unitypackage someone we know made

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which should simplify all the tedious work of variables.

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however i just want the simple for each readout

solid grail
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someone we know 👀

drowsy field
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yey

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i really just need example editors with tabbing and category collapses, and then someone to slowly guide me over it in later days as i learn to not be dumb

solid grail
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I made mine by just looking at the standard one and a bit of cibbis

lethal rock
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Shader editors allow advanced features that you just can’t get without a custom editor, for instance gradient ramps aren’t built into the default inspector

modern bloom
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are there any good shaders for the open beta alternative to cubed shaders

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since those dont work anymore

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trying silent cell but it makes the avatar a lot darker for some reason

fluid hamlet
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mochi's or Poiyomi's are the most stable

lethal rock
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There’s also mine if you want to give that a try as well

past pewter
solid grail
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??

supple star
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O. O

past pewter
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hey guys, I might need some help?

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I'm seeing how things in another game would look like if I brought it into this game

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I'll probably just show you in my dms if I have you added as a friend

solid grail
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or you could not do that and ask the question you clearly have here if it's about shaders.
Which is what this channel is for.

midnight dirge
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@solid grail Well I have a question as well...
But just explaining the problem already takes an in depth understanding on my setup.
Its not as simple as "How do I do this?"
Should I ask it anyway?

velvet sorrel
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@modern bloom Darker where?

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Keep in mind that, like, if you've gone and removed the skybox and the lights from your scene, then there's not going to be any light except for the ambient grey. In lighting, you look normal. Try adding a light!

solid grail
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@midnight dirge Never know unless you try.

past pewter
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it's ripped from a game

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which means I don't know if it works

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brb

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oh wait.......I just realized that I can't talk about it on here.

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good thing I'm smart enough to realize what I caught

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Sorry in advance guys

sleek prairie
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How would i go about making a shader that reacts to colliders? is that even possible? i've seen one that does something like that but i'm not sure how it works

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using shaderforge making a world

sharp pike
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The shaders I've seen that work off of colliding with physical objects in the world use the depth texture of the camera. I've not heard of a shader that reacts to colliders specifically.

sleek prairie
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talking of this effect

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it's propably camera height but i assumed it uses colliders since it works normally with other people too

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if that even is shaders

sharp pike
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I'm not too sure what that world is using for that. You can turn on an option in that world that makes light beams come down from the sky, which also makes the petals fly up.

sleek prairie
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Might be some fuckery with particles i dont know

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@ me if yall have any input on this

lethal nacelle
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doin some white diamond experiments

midnight dirge
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Alright @solid grail you asked for it :^)
So basically what my shader does is that it renders the color of a Texture (In this case a RenderTexture) not based on the UV of the mesh that it renders to, but to the screen space uv. Im using this to achieve a Portal effect, where one camera is placed, so that it would be exactly where the player would be, if he was looking out of the other portal. This means that if the player is standing eye-level with the portal, but 3 feet ahead of the portal, the camera will be placed 3 feet behind the portal. This however makes it seem, like objects are 3 additional feet further away. However distance is just an effect of relative size. So I would now need to scale the image, according to the distance. This is achieved, by simply rendering the Texture in screen space and then using the mesh as a sort of "stencil" even tho it isnt quite that. Now that only works as long as the screen resolution and the render texture resolution are the same. Now my question: Is there a way so it would work with any resolution? (Basically I need to "crop" the RenderTexture inside the shader, to fit the _ScreenParams)

lethal nacelle
stray hazel
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Can anyone recommend good shaders to use on lenses for glasses?

lethal rock
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I’d say any shader with refraction can help you, my toon shader actually has a refraction effect you can try to set up

stray hazel
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hmm

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Ended up getting a shader from <Undisclosed website>

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lol

lethal rock
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alrighty then, I mean a shader is a shader but that website is something I’d stay away from

stray hazel
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yeah I usually do

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desired effect achieved

lethal rock
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o.ob

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Normally people want the lensing I assumed wrong

velvet sorrel
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You can use Standard for that

steep swift
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I disagree with using refraction for glasses, unless it is required (and even then <undisclosed website> probably has really badly optimized shaders for things like this

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and Standard works really well for glassy stuff. The trick is use Transparent mode, set diffuse alpha to 0% or near 0%, and turn Metallic and Glossiness to 100%

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looks really great, provided the world has a reflection probe

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I've heard recommendations for using Rero Standard which allows for fallback reflection cubemap if you want it to have a glossy look even if reflection probes are broken @stray hazel

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but yeah please don't use the one you downloaded because it probably has at least one GrabPass (which eats 1-2 ms per frame regardless how big the object you put it on) and might be the one that uses Tesselation (I'm not joking: there's a popular glasses shader going around that will kill frames for no reason)

tired token
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That one triggered me so much 👺

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also it has a nameless grabpass so it's even more cursed.

lethal rock
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tesselation bad, named grabpasses a patch for what would have been a worse bad

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I just know a friend of mine insisted on using refraction on his glasses, looked neat

steep swift
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yeah it can look good but has to be done with consideration - how important is it vs performance impact. If you download a random shader and slap it on without an understanding of how it works, I don't think it will look good

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also, a lot of refraction based shaders forget the reflection, which for something like eyes is often more important because the refraction will be subtle if noticeable at all

velvet sorrel
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Idea for a glasses shader - sample the reflection cubemap seperately for red, green, and blue with offset normals

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That way you get the refraction look without actually having it

steep swift
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the memorable refraction one I saw was a glasses shader that gave the huge eyes look

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could maybe be replicated with a stencil, some sort of duplicate eyes with heightmap on the glasses or one of them raymarched eye shaders applied to the glasses itself with skin color for stuff around it

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glasses/eyes are small so you could probably raymarch them with way less performance hit than a grabpass

timid lark
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Does anyone know why shaders that use forward rendering reflections and reflection probes turn shiny or glossy when they are taking lighting info from reflection probes?

I'm trying to get my avatar to where it will accept lighting info from reflection probes without turning glossy, however, even with the legacy avatars they seem to become super-smooth when reflection probes are active, regardless of the roughness before. I don't know if it's purely based on the shaders, if it's an issue with this world alone, or if it's a bug in VRChat itself, but I'm noticing the issue in this world here: https://www.vrchat.com/home/world/wrld_79f34caf-8ec7-4f43-901e-309c7681bba7
I also noticed it in one other world before, but didn't realize it was something that would occur in other worlds because it had failed to happen until that point.

How I figured it had to do with the two options I stated earlier, I'm using Rero's standard shader for double-sided rendering (thanks rero) and figured I would try turning off the reflections option under forward rendering options. This stopped the issue, but I no longer received lighting info in worlds correctly. I then tried turning that back on but turning off reflection probes, and the same thing occurred. I should mention that I have also tried it with normal standard setup (metallic 0, smoothness 0), metallic setup (metallic 0, Roughness 1), and specular setup (specular 0, smoothness 0) with no difference in results.

Does anyone know anything about this and why it's doing it? Or what can be done to work around it? Or is there nothing that I can do about it and I need to either live without reflection probes or deal with it?

Made for testing matalics and shadows on avatars․ Stay tuned for more․

velvet sorrel
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@timid lark Why not try using regular Standard?

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I'm a bit confused over your description of the issue, because the only way you'd get randomly glossy with a properly setup material is if you were in a world where the reflection probes are too bright.

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Normally, worlds with badly set reflection probes are just missing them entirely, so your metals just turn black.

midnight dirge
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Okay...got an odd questions.
How do I setup a Shader, so that it renders everything behind it (and itself) invisible?
And I dont mean Transparent. I literally mean that it only shows the Skybox behind it and nothing else.

steep swift
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it has to be the skybox? or can it be something you supply

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Unity's Skybox is rendered between queue 2500 and queue 2501.

midnight dirge
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Well...Im fiddling around with multiple cameras

steep swift
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is this for a world or an avatar

midnight dirge
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World. Basically what I want is to have some mesh...that draws only what Camera 2 sees to the screen.
After that you draw whatever Camera 1 sees. to the everything that is not that mesh, to the screen.

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I did this with a Screenspace shader and RenderTextures, but maybe there is a better way

steep swift
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if these are cameras, why not just have them not render the skybox

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drawing stuff to the screen rendered from a camera is not feasible because you can't get the exact stereo matrix from the screen

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so it will not be stereo correct if you do it using a camera -> render texture

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you can make it look flat sure

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you're explaining what you want in a very cryptic way... can you explain what you are actaully trying to do

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this is about the portal effect?

midnight dirge
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Well the actual problem is:
Is there a way to tell Unity (or more specifically a Camera in Unity) not to render anything to a certain area, OR
Is there a way to tell Unity (or more specifically a Camera in Unity) only to render something to a certain area

steep swift
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yes and yes.

midnight dirge
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Well then how.

steep swift
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Three ways I know of:

  • Using the graphics hardware's depth buffer.
  • Using the graphics hardware's stencil buffer.
  • Using the clip() / discard operation in the shader. (caution: will have MSAA aliasing artifacts on the edges)
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some of these questions get harder if you are dealing with content you do not control (for example avatars)

midnight dirge
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Well alright so I obviously still dont understand how the stencil buffer works...

steep swift
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however, most avatars respect the depth buffer

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stencil buffer is just an 8 bit value (from 0-255) per sample

midnight dirge
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well per camera? per object? per fragment? per pixel?

steep swift
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roughly per pixel

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per sample = per MSAA sample... at VRHigh it is 8xMSAA so there are 8 samples per pixel

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at DesktopLow quality, 1 sample = 1 pixel

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anyway let's ignore that detail for now and just talk pixels

midnight dirge
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Okay so lets say I have a sphere...and I have two cameras. Camera 1 renders before Camera 2.
Now I want Camera 1 to render everything it sees. Then I want Camera two to render whatever it sees, but except for wherever the sphere is

steep swift
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so what you want is some area in which nothing renders: no avatars, no world objects

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ah now you're talking about cameras again

midnight dirge
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Well my first question was kind of "offtopic"

steep swift
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are these cameras using Single Pass Stereo mode? or going to render texture

midnight dirge
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I dont exactly know what that means. And I dont want them to render to a texture...

steep swift
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you want your stuff to be screenspace

midnight dirge
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Pretty much.

steep swift
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the only "proper" way to do this is to use cameras with no render texture assigned, set to Both Eyes in the VR Mode

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These cameras will render on top of the ingame menu and will be offset by your playspace center, so you will need to compute all that and adjust for it

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This is "hard" and I don't have time to help you or explain how to do this right now. HardLight680 has done this in the world where it renders 4 copies of everyone

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therefore I would suggest not using a camera based approach

midnight dirge
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Well all of that isnt even my concern yet

steep swift
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it kind of is because you're complicating things by adding cameras where cameras might not be needed... unless you can explain what you're actually trying to do

midnight dirge
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For now I just want to know how I would make it so a Camera only renders its content to the area of a mesh

steep swift
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ok, so you have a camera that is not going to be screenspace, and you want an object not to show up in the camera within a certain area, correct?

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are you rendering avatars in this camera? If so, you have two options: use depth buffer to obscure avatars in this area, or draw the skybox on top of the avatars within the area is another way

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sorry I guess that's another way: just paint over the avatars again with your skybox

midnight dirge
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So you have a camera, at some position in the world, that renders whatever it sees. Now, you have another camera (the actual "Viewpoint") that renders everything it sees as you would expect, however it does not render anything for a certain mesh (like a sphere). So basically you have a "hole" in the Screenrender. That hole however is filled with the contents of the first Camera.

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Imagine taking a picture with a camera. Then you take another picture from another angle. You put the second picture on top of the first picture, and cut out some shape, like a circle from the second picture.

steep swift
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if you're doing that, it sounds like you just want a shader that draws the first texture with ZTest Always at a high queue

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(Or to reduce fill, ZWrite On and render at a low queue at depth 0)

midnight dirge
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well a "Shader that draws the first texture" again Im not rendering anything to a texture

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All unity cameras, automatically render to the Framebuffer

steep swift
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ok, well that was kind of what I was trying to ask earlier.. sorry I misunderstood your response

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will both cameras render avatars?

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And you have them set to "Dont Clear" correct?

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Then you just need to draw something with 0 distance from the camera

midnight dirge
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It doesnt matter what I have them set to...I just want to know how to make it work xD

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I will set them to whatever you tell me to

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They might or might not render the avatar, depending if its possible or not.

steep swift
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       o.pos.z = o.pos.w * UNITY_NEAR_CLIP_VALUE);
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that line will make your object glued to the screen in terms of writing to depth buffer

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which can prevent avatars from rendering in the next camera

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that may cause artifacts on oculus if not cleared correctly

midnight dirge
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But I dont want a Mask that is always flat stuck to the screen.

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The mask should still be in 3D space

steep swift
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it is

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that just affects the z coordinate

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so it will be glued to the screen in the depth buffer but with correct x and y pixel coordinates

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are you trying to prevent avatars from rendering?

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If yes, I think you have to do it with the depth buffer. If not, I'd actually suggest a stencil...

midnight dirge
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Alright so after googling for a few minutes I found what I was looking for

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Shader "Hidden/DepthMask"
{
        SubShader
        {
                Tags {"Queue" = "Geometry-1" }
                Lighting Off
                Pass
                {
                        ZWrite On
                        ZTest LEqual
                        ColorMask 0
                }
        }
}
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However I have no idea what exactly it does, or how its useful xD

steep swift
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what you found is something that writes to the depth buffer before geometry

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so it will prevent anything from rendering

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I would still suggest making the modification I suggested as this will just write depth of whatever object you use for the mask.

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unless that's what you want

midnight dirge
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a portal is literally just a mesh...that allows a camera to render whatever the camera sees behind the portal.
So what I want is that I can have a mesh...which acts as a mask or stencil to the main camera

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but doesnt mask out the second camera

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which renders before the first one

steep swift
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ok

midnight dirge
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And I probably want to be using the Stencil buffer

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somehow.

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I just dont know how that works with two cameras, both rendering to the Framebuffer.

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(Actually I need 3 cameras, one for the main view, and two for each portal, but lets only care about one portal right now)

steep swift
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if your cameras are set to Don't Clear

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then both the depth and stencil persist between cameras

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but yeah I'm starting to get an uneasy feeling about performance if you are needing so many cameras

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Do all of the cameras need to be rendering avatars?

midnight dirge
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Would be cool, but isnt necessary. Only the main camera does.

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Also I tried it in VR locally and I had 90 frames

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Cant be that bad

steep swift
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make sure to uncheck avatar layers as needed

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well depending on how many people you are testing with it could add up

midnight dirge
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Im really just doing a case study of: Is it possible. Not is it feasable as a game concept...

steep swift
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also, make sure the extra cameras do not render the skybox

midnight dirge
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I dont care if I even only had a single frame

steep swift
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ok

midnight dirge
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So how would I use the Stencil Buffer to make that magic happen?

jovial mesa
midnight dirge
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Well...IM NOT EVEN TALKING ABOUT VR....jesus can you stop xD

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I want to know the theory behind this first

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then we can talk about IPDs, Performance, Stereoscopic View

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etc.

steep swift
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I'm sorry I was very repetitive about this. I usually like to look at things in terms of how they will work in the final product

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so I'm aware the technique has fundamental limitations such as the IPD issue, that will make the end result not look as good in VR as you might want, even if a prototype in desktop is possible

midnight dirge
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Well yeah. But you cant build a house on no foundation...

jovial mesa
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and it is worth mentioning VR IPD imo, because if it's not a consideration from the get-go you are going to be redoing the system entirely

midnight dirge
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Thats completely fine by me

steep swift
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you can rescale the camera to adjust for the IPD issue, if you can determine the scale from the distance of the avatar base to the camera when (some event) happens

midnight dirge
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Well thats all cool and interesting....but I still have no clue how to even do this WITHOUT considering any of the VR problems....

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Im getting a little frustrated...

jovial mesa
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I mean if you want to do it without the VR, then just render the first camera pass, draw a portal mesh with a stencil, then draw a mesh that covers the whole screen with ztest always and only writes where the portal wasn't stenciled, have that full screen mesh clear the depth

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then render the main pass

midnight dirge
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Thanks finally something I can work with.

jovial mesa
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works for the most part

midnight dirge
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However

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I didnt understand 90% of how to actually implement that.

steep swift
midnight dirge
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First of all...what is a "full screen mesh".... Best solution I know would be an inverted sphere that follows the player?

steep swift
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this shader will get you most of the way there: it has options for ZWrite and stencil

jovial mesa
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I mean that's an option

steep swift
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so just make multipple materials for each thing merlin said, and adjust the ZWrite and stencil options to do that specific thing

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inverted sphere following the player is a good way to start. this is a prototype

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and it is sufficient since this technique will only work for the main camera anyway

midnight dirge
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"draw a portal mesh with a stencil" what does that even mean

steep swift
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implies quite literally what you were asking for: you wanted a mesh whose shape cuts out one camera and shows the other

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so this is the mesh you would be putting the stencil shader on

midnight dirge
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I know what it implies

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I dont know what that means in shader-code

steep swift
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you don't need to write any shader code for most or all of this. you can do everything with teh shader I linked

midnight dirge
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Also I dont want to use code someone else wrote, for learning purpose.

steep swift
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it has configurable stencil and depth write options

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There is no code there

midnight dirge
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Need to write it myself. Modifying doesnt work.

steep swift
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it's literally just a list of built in unity enums and uses those enums in a SubShader {} block

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you can read it for yourself

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it's just like a wrapper for built in unity features

jovial mesa
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for the stenciling stuff it's mostly just setting the state of the stencil and setting the ztest. The only actual shader code you'd need to do would be transforming the vertices of the sphere and portal mesh into projection space

midnight dirge
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Okay before we get to that

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the "stencil shader" I put on the portal

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What Tags should it have?

carmine crest
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Anybody know about a shader that lets you apply different textures to the left and right eyes?

jovial mesa
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probably just "Queue"="Background-5" or something

midnight dirge
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Just a Queue? Nothing else?

jovial mesa
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yeah

midnight dirge
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okay and "sub-tags"? Like I dont know what theyre actually called

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Things like "Lighting off"

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Cull Back, ZWrite On, ZTest Less

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etc.

steep swift
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those are unity-specific ShaderLab syntax

jovial mesa
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you don't even technically need either of those for the portal

steep swift
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you can see the different things allowed here... most of these aren't really shaders properties in the most technical sense, but rather setting state. most of the terminology used is common graphics jargon - you can find many references online using the same terms.

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The actual shader would generally be between a CGPROGRAM and ENDCG block. However, unity will provide a default shader for you if you don't specify one

midnight dirge
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So...

Shader "Hidden/StencilMask"
{
        SubShader
        {
                Tags {"Queue" = "Background-5" }
        }
}

Thats what you gave me so far :P

steep swift
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this is why the attached XSToonStenceller setup has an empty Pass { }

midnight dirge
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Well Im trying to learn how to use the Stencil buffer. You give me a Shader that uses the stencil buffer.
You told me to build a house, and gave me some tools... but you didnt give me an instruction on how to use those tools xD

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What does "ZTest Always" even mean

jovial mesa
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It means that the shader ignores the Z buffer and writes over objects regardless if something is in front of it

midnight dirge
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I generally know how computer graphics work. But I have no idea about shader semantics

jovial mesa
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the stencil page I linked has an overview of how stencils work

velvet sorrel
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Then why don't you study it? Google is your friend

jovial mesa
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with some examples

midnight dirge
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Well okays so first point of confusion

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its called the Z Buffer

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Isnt Z usually the Depth?

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So what does the Depth have to do with a Stencil?

steep swift
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depth buffer and stencil buffer are two different things. but at times you can use one to hold onto information which can help you compute the other

jovial mesa
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you are using the stencil as a tool to reset the depth so that the main camera pass can draw over what the portal camera sees anywhere that the portal is not.

steep swift
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^ for example, you can write to stencil buffer something like "this is where the portal is" - you'd pick a number for that like 77. Later you can check if the stencil buffer is 77 and use that to draw something to the screen with a given depth

velvet sorrel
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ZTest: "When is this drawn?"
ZTest LEqual is the default, means "When it's in front of something, or exactly on top."
ZTest Greater means "When it's behind something."
ZTest Always means "All the time."

midnight dirge
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Ahh...it starts to make sense to me now

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okay so Merlin said "draw a portal mesh with a stencil" does draw in this case mean to actually "draw" colored pixels? or just to set some numbers in the stencil buffer

jovial mesa
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actually I was dumb, yeah you need ColorMask 0 so that it doesn't draw color over the existing portal view. It's just setting data in the stencil buffer for the later pass

midnight dirge
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Now Im even more confused...

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I really dont understand what were doing here...

steep swift
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[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _colormask("Color Mask", Int) = 15

If you're using XSToonStenciler it will mean setting the Color Mask dropdown to say None

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ColorMask 0 is a way to draw some things without other things

midnight dirge
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I thought thats what a stencil does?! D:

steep swift
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for example: you want a shader which updates the Z buffer (depth buffer) but does not write any color information / draw anything visually

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yes, but shaders will always draw to the screen as well, unless you tell them not to. that's what a ColorMask is for

midnight dirge
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Well you could also make it so your shader is transparent and return 0001 right?

steep swift
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you can also use blend modes to achieve the same thing, yes

midnight dirge
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But that would be unnessecary

steep swift
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for example Blend Zero One is another way to do this

midnight dirge
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Okay so basically we draw something without actually drawing it

steep swift
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it will do 0 * whatever color you draw + 1 * whatever was on the screen before

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yes

midnight dirge
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Okay...so

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  1. Render Camera 2
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Right?

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Without doing any fancy work or anything...just render it

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  1. Render the Portal with ColorMask 0, and...some stencil stuff???
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It doesnt work how I set it up...I still have no clue what is actually happening...

#

I get the basic idea

midnight dirge
#

Okay so I got it now

#

however

#

If I set the Stencil test to always pass (basically saying that I only want to render the first camera, and not the "actual" camera, everything is just pitch black...

past pewter
#

hello guys

#

I'm back.

median gate
#

i usually post in worlds because i know literally nothing about shaders but

#

i got this liquid drink shader from the vrc prefabs and it doesn't register as a shader in unity
although the txt file is a .shader

past pewter
#

hmm.......It sounds like to me you might need some help with it

median gate
#

well

#

yeah

solid grail
#

lol

solemn junco
#

Lol

timid lark
#

@velvet sorrel Thanks for your insight, yesterday was a bad day for me to respond, but I'm using Rero's because of the look that it gives combined with the option to select culling if any. I'll make sure you try it out on your world and see if it was just a world-related issue. While I'm tagging you, I should mention that I visited your Shadow of the Colossus world before I encountered this issue, and combined with the climbing system that world was awesome. Really brought back some memories I had forgotten

velvet sorrel
#

I'm glad you liked it!

#

If it's not the world, then it's simply a problem or limitation in how the feature works

past pewter
#

anybody got any shaders I can use for my realistic avatars?

solid grail
#

Standard

light urchin
#

If you also want more shiny features you can also use poiyomi's shader ^^ it has built in standard lighting so it looks as good I can md you the server link where to get it if you want

past pewter
#

where is it?

#

can anyone dm me?

#

the details that is?

past pewter
#

Let me know what kind of shaders work, kay?

#

I'll be here if you need me

steep swift
#

@past pewter you already got the answer to your question, which is realistic

#

The correct answer is: Standard

#

at least given the current unity version and the fact that we're not in HDRP or pipelines that allow taking realism to a whole new level

past pewter
#

I'm trying more shaders for my models

steep swift
#

if there's something specific you need , you need to explain yourself

#

if Standard is not working, you're not using good PBR materials

#

or you want realism but un-realism

#

like Standard lighting but toon shading

#

If so, I recommend XSToon. it's designed for exactly that

past pewter
#

Ah, I see

#

But does it have custom channel settings?

steep swift
#

Rero's Standard edits might be good. but given that its very creator replied to use Standard instead of linking his own edits, I'm going to guess you should be working with standard first

past pewter
#

Like rgb.

steep swift
#

what do you mean by that?

#

your texture maps are not using the correct channels?

#

XSToon actually comes with a script that will let you generate new texture maps with remapped channels

past pewter
#

Long story short, I have textures that have 3 different color shadings, like the ones you might've seen in unreal engine

#

Orm

#

You know what that is, right?

steep swift
#

do you want to allow setting the color of various parts of the texture using another texture?

#

I don't really know that

past pewter
#

I do

#

And yes

steep swift
#

so maybe someone else will know more about unreal. Just your original question was very vague and didn't contain enough info for people to help

#

now there's a bit more detail what you are looking for

#

but I'm not the right person if you're looking for someone that has used unreal before

past pewter
#

If anything more, I'm just trying to get avatars to look like my renders

#

Like what you see on my pfp

steep swift
#

that sounds a bit more like a pipeline import question, from unreal or wherever you made those renders, into the equivalent Standard based equivlents in unity

past pewter
#

True, but it was made in blender 2.8

#

It has effects that look close to cinematic

#

Like this

#

See what I mean?

#

it has a channel split into a mask texture and another texture, and I've been trying to find a shader that has the same effect

past pewter
#

if anyone has a shader like that, I'll wait for you to give it to me when you're ready

past pewter
#

you're getting very close m8

#

closer than what I could be actually\

#

but it might need some work tbh

solid grail
#

Cibbis shader also has a really nice texture packer

#

If for some reason standard or my standard don't work out

#

It's still in beta though so expect it to update. He recently added subsurface scattering and a built in gradient editor for light ramps

past pewter
#

this should be a lot more fun!

#

anyone here know batim?

past pewter
#

Can it be that the Snail/PolyColorWave shader is for some reason broken in vrchat? Cause in the unity Editor it works perfectly fine, but then in vrc its just pink

#

it could just be that

#

I'm not sure

steep swift
#

@past pewter unity 2018? Yes you have to delete the UsePass line and add Fallback "Diffuse"

past pewter
#

VRC does not use the 2018 version yet, does it?

steep swift
#

It does not

#

But I haven't heard about any issue with it in 2017

#

I know that fixed for 2018

#

Unless you're on mac

past pewter
#

Nah windows master race

steep swift
#

If you're on mac you need to go to edit project settings-> player and put OpenGL at the top

#

Ok check the console for errors

past pewter
#

how?

steep swift
#

Clear console then right click the shader do Reimport

past pewter
#

in the editor it works perfectly fine

#

only in VRC its pink

steep swift
#

Stil do that

#

Then click the shader

#

In the inspector there's an errors panrl

past pewter
#

one sec, unity need years currently ...

steep swift
#

Oh no hope you didn't do reimport all

past pewter
#

nah

#

i deleted other shaders

#

but what errors do you mean in inspector

#

cause i dont see something like that

#

i can see the console

#

it gives warnings about inconsisten line endings, but thats that

steep swift
#

It would show up if there's an error

#

When you have the shader itself selected in project assets

past pewter
#

yes i did but as i said in unity it works perfectly fine

steep swift
#

Next to the Show Generated Code buttons or whatever

past pewter
#

but only in vrc itself it turns pink

steep swift
#

Well the thing is when you upload to vrc it will compile for single pass stereo and other variants

#

So it might have trouble with one of those

#

Try another upload now that you've finished the reupload. That can fix it

#

Oh also make sure you don't have another copy of the same shader somewhere else in your project. That can confuse things on upload

#

Finally if you're stuck, go to edit project settings -> player , find XR settings click + at the bottom of headset settings, add Moch HMD - Vive, move to the top of the list and hit play

#

That should emulate what vrchat does

past pewter
#

well the shader still works in the editor even with above settings

#

but still not in vrc

solid grail
#

Do the Oculus utils not work for that?

steep swift
#

!outputlog Can you check the output log for errors when you first load your avatar in vrc? @past pewter

turbid laurelBOT
#

You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt

steep swift
#

It should show the name of your shader there

#

And just to check, can you do the UsePass change I mentioned earlier

#

you have to delete the UsePass line and add Fallback "Diffuse"

past pewter
#

I want to make my own shader with the similar settings that I have for blender 2.8

solid grail
#

Then get amplify editor and recreate your nodes

#

Probably..

#

Never used node editors myself

past pewter
#

amplify editor?

#

never heard of it

#

I'll try it out!

#

well now its broken in unity too

#

@steep swift

#

oof

steep swift
#

That's great! What do you see in the console

past pewter
#

unexpected TOK_FALLBACK at line 122

steep swift
#

Broken in unity is a good thing because now you can debug it and see errors

past pewter
#

the fallback line

steep swift
#

Ah put it before the last }

#

I keep forgetting to say that

past pewter
#

okay now it works again

steep swift
#

UsePass blablabla } }
Becomes
} Fallback "Diffuse" }

past pewter
#

will upload and see if it works in vrc too

steep swift
#

If not, search the output log for PolyColorWave

past pewter
#

okay it works now

#

ty @steep swift

fluid hamlet
#

small question

is the doctrina glass shader good to use on an avatar?

steep swift
#

Got a link for that? Never heard of it

#

The general principle for glass is you should try using standard: set it to transparent, alpha to almost 0%, metallic to 100%, glossiness near 100%

#

Some glass specific shaders offer features like refraction. Of the refraction ones that actually work properly in VR (most things from asset store are not designed for VR for example), that comes at a steep performance cost and often is overdone: most glass doesn't refract much so is the 1-2ms per frame overhead of refraction worth it?

#

So I always recommend Standard unless you can provide a justification for why you need something else

#

@fluid hamlet

#

Ah I found it. Not designed for VRChat, made in unity 5.6 and no mention of VR all have me very worried

fluid hamlet
#

@steep swift what i want is have one of my avatar look like it is made of glass (not ghostlike like some of the halloween models there are)

#

maybe the shader the waterdragon model uses in Toga’s world might work?

steep swift
#

Ok, so you possibly will need some level of refraction for that

#

I'm skeptical of things that don't claim VR support

#

Some of the slime avatars were made with Poiyomi's refraction shader. It might be patreon only though

#

I had a glassy refraction shader that I was working on but I was never quite happy with how it looked so I moved on :-p

ripe idol
fluid hamlet
#

vewy naice @ripe idol

heady lintel
#

Would anyone have a good recommendation on a shader to make something look like it has frost on it

past pewter
#

hey everybody! guess what day it is!!

#

it's my birthday!!!

past pewter
#

sorry if I sound like a broken record here, but anyone got me any shaders I can buy for realism?

tired token
#

Standard

solid grail
#

Do you know the definition of Insanity?

past pewter
#

yes

#

I know what it is

#

XD

#

insanity means you're going crazy over huge projects, you'd be loosing your mind XD

#

I feel like I am loosing my mind

solid grail
past pewter
#

Is Realtoon one of the better toon shaders publicly available? I know Cubed's is KIA

lethal nacelle
#

off the top of my head, Silent's, poiyomi, and UTS2 are all toon shaders that will work just fine in 2018

#

and theyre all really fucking powerful

#

@past pewter

past pewter
#

Thanks! That was a quick reply. I'll look into those

ripe idol
#

Realtoon is probably one of the least powerful tbh

#

The random toon shaders produced for this game are almost all better than anything on the asset store lol

past pewter
#

Naturally. Of those three listed are there any you guys specifically recommend?

lethal nacelle
#

i use a mix of poiyomi / UTS2

#

actually

past pewter
#

A mix of them?

lethal nacelle
#

@solid grail are ur shaders also ready for 2018?

#

forgot to ask

solid grail
#

I use this for all my stuff now. He's working on it constantly https://github.com/Cibbi/Toony-standard
I help out a bit but it's coming along nicely and is pretty much my standard shader but better.
I've tried UCTS2 and found its vrchat support lacking

lethal nacelle
#

mhm, poiyomi for emissives and UTS2 for anything else

#

worth

#

ah fuck hold on

lethal rock
solid grail
#

is ramp direction dropdown for using vertical or horizontal lighting ramps?

#

or is is necessary for something else

lethal rock
#

Yeah that’s what that is for

solid grail
#

is there a reason you are not sampling the ramp at an angle so orientation does not matter?

lethal rock
#

It does normally

#

But in order to atlas multiple ones together you gotta choose a direction

lethal nacelle
#

@past pewter if youre moving from cubed id reccommend poiyomi first

#

or fuck, maybe just cibbis since its also really good

sharp pike
#

I get pretty bad performance with v0.5.0 of your shader compared to others Synergiance :\

past pewter
#

Rad, thanks apple. I haven't a clue what of these is better besides glancing at them side by side; my material knowledge is pretty basic x]

sharp pike
#

A setup in unity play mode of duplicating my atlased avatar 256 times without dynamic bones or anything else. xiexe and poiyomi with a full 60fps and I drop to 30fps with yours.

lethal rock
#

Aight thanks for the feedback ^^

solid grail
#

@sharp pike did you make sure that the same features were consistent between shaders?

#

outlines especially

sharp pike
#
outlines used where available
256 atlased avatars in view
xiexe-2.2.1(outlines),36
xiexe-2.2.1,>60
poiyomi-4(outlines),>60
poiyomi-4,>60
standard,>60
cubed,54,
emtoon-3(outlines),36
emtoon-3,>60
arktoon-1.0.0.0(outlines),16
arktoon-1.0.0.0,26
unitychan,>60
realtoon,>60
realtoon(outlines),>60
silent's cel shading(always has outlines),48
mmd/pmd,>60
synergiance-0.5.0(outlines),22
synergiance-0.5.0,31```
#

damn, what was that formatting again haha

lethal nacelle
#

@past pewter im speaking from personal experience, cibbi's is a bit lighter and less confusing than poiyomi's. its the first toon shader i used after cubed's and loved it for a while, eventually switched to poiyomi's after i felt like i needed more

solid grail
#

cibbis is really light atm

#

have you tried the beta branch?

#

light on performance i mean

lethal nacelle
#

and when you questioned me on that mix, dont worry about UTS2 because you need a specific version of it that someone made for it to work well with vrc, and on top of that, it has weird ass config, but well worth it

ripe idol
#

🎉

lethal nacelle
#

im probably gonna chdck cibbis again later today to see what changed

solid grail
#

any feedback is appreciated ^^

#

I help him with development and he's banned from this discord so ^^'

sharp pike
#

I don't even know how yours kept up even with outlines on poiyomi, must be doing something right.

lethal nacelle
#

who's? mine?

#

oh

#

i completely

#

mksunderstood the question

#

ignore me >n<

solid grail
#

are the outlines in xiexes always geometry?

sharp pike
#

I believe so

solid grail
#

if you can switch to vertex, make sure to use like settings when benchmarking

#

otherwise oof

#

mine are also geometry and they are pretty heavy

#

since I'm making a wireframe out of quads

lethal nacelle
#

@past pewter if you want i can show you some examples later today of avatars running cibbi's, cibbi's / poiyomi, and my current avatar which is poiyomi / UTS2 so you can get an idea of what they look like

#

i have a few pics of my current avatar somewhere...

past pewter
#

If you'd like to sure, I can't complain about that kind of help

solid grail
lethal nacelle
#

those stars are scroll-emit on poiyomis so they kind of brighten and fade when in-game

#

clothes and skin are UTS2, hair and eyes are poiyomi

ripe idol
lethal nacelle
#

eye detail + full avatar

#

i also did this with poiyomi. stenciling good

past pewter
#

That's some nifty work vrcAevSlap

heady lintel
#

Just asking again in case it was missed if anyone knows of a shader that would make things look as though they're covered in frost

lethal nacelle
#

@past pewter i messed around with cibbi's today so you can get an idea of what its like

velvet sorrel
#

@sharp pike Testing mine with default settings?

timid lark
#

Alright, I've tried several other shaders, and have even tried plain Standard shader and I'm still getting this issue.

My smoothness is set to 0, Specular Highlights and Reflections are both true (so that it can receive the lighting data) and this is what I look like in a world that uses reflection probes and HDRI

Is there some way to avoid your material suddenly turning glossy when receiving the lighting info? I can't understand why the material suddenly turns reflective with reflection probes on (I should note, that when hovering over reflections in forward rendering it does tooltip and say "Glossy Reflections", but if I disable it then non of the lighting info is received from the reflection probes)

velvet sorrel
#

Your problem is quite bizarre

#

Are you sure that part doesn't have a seperate material or glossy overlay?

timid lark
#

I am positive because I set it up in blender myself and made sure that it's only the one material for performance sake.

#

I've only experienced this issue in worlds that use some HDRI combined with reflection probes

#

But the weirdest part is that models I'm assuming use standard shader (like the legacy VRChat avatars) also turn glossy here. Is it just an issue with Unity?

#

I should also mention that this world has the option to turn off reflection probes, and that the glossy issue disappears when they are turned off

I can't figure out what is actually causing this, because if the shader has a smoothness of 0 it shouldn't be overwritten by something like reflection probes would it?

solid grail
#

Do probes need to be manually baked with mips

#

Also yes it would cause all standard and most shaders ever look for is the probe most suitable

#

Speccube0(?) Something like that
In standard it is worded differently though

velvet sorrel
#

@solid grail That's actually an interesting question. Maps using cubemaps for reflection probes will have bad reflections on things if you don't tell Unity to load the cubemap as a reflection probe.

#

That's because Unity does a convolution on it when generating the mipmaps so the roughness/smoothness system can work

solid grail
#

That's what I thought of when he said it was perfectly reflective at 1 roughness

#

It's always doing something with the probe in standard no matter what since the rim from indirect specular is always present.

#

And in standard at least all of that is done in the same area

sharp pike
#

@velvet sorrel All I did was set the diffuse texture

velvet sorrel
#

Was it the latest version?

#

That comparison makes me wonder how it runs without the outline pass...

sharp pike
#

The newest version on October 23

steep swift
#

SCSS uses geometry shader outlines while Poiyomi's uses a separate pass

#

and wisely does the outline after the base pass to minimize overdraw

#

I wonder if that's the main factor in what causes one to be better

#

and it probably depends a lot on how many materials you have, polycount etc

#

what test model did you use

sharp pike
#

Yours outperformed most others with geometry outlines enabled, so it would most likely go above 60 fps. I need to figure out how to uncap the FPS in play mode.

#

Not at my PC for a few days so can't check, but it was my main avatar that I think has 36k tris

steep swift
#

yeah it seems like the best performing of all the geometry shader based outline shaders in the list

#

now there's also an important tradeoff being made here: geometry shader outlines save on drawcalls (cpu time), so it might be better or worse depending on your cpu specs

sharp pike
#

Yeah, my GPU is what holds me back in VRC usually. 1070ti with a Ryzen 7 3800x.

steep swift
#

I wouldn't mind seeing also a comparison of Silent with the geometry stage completely removed: it looks like it should be completely vestigial without the need to do outlines...

#

if you can't uncap the fps, you need to double the number of meshes drawn again so differences are even more apparent

sharp pike
#

I wouldn't take the numbers I got as super important since we all have different rigs and in game the world will have an affect too. That and as painful as it is to see, barely anyone uses atlased avatars these days, 20 materials seems to be about the average now.

steep swift
#

well vrchat kind of busted the performance stats by making them count disabled objects... there's no incentive any more to keep yourself above very poor

#

people do decently at keeping things above very poor at least in the circles I tend to be around... but I think you're still allowed up to 16 material slots to be medium (unblockable by perf rank)

sharp pike
#

The people I mostly hang out with consider 5 materials to be a lot, though we all do our own avatars.

solid grail
#

I bet my outlines are even more expensive lol

#

Last time cibbi was benchmarking shaders I'm pretty sure that was the case

sharp pike
#

Your outlines look super weird on the material preview but fine in the scene, though I haven't updated it in a while.

steep swift
#

Bake your outlines in the mesh

#

double your vert&polycount

solid grail
#

I do that whith just my face

#

For nose lines

#

But that's pretty much it

steep swift
#

Just don't g above 64k or the gpu skinning wrath be upon you :-p

solid grail
#

In 2017

steep swift
#

it seems way better in 2018 yea'

solid grail
#

From what I saw is pretty drastic

steep swift
#

I hve an avatar that's atlased to 1 material etc but drops everyone in the room to like half fps

#

everyone cringes when they see me pull it out

solid grail
#

My outlines are probably the most expensive no matter what since I'm doing them in a very different way to everyone's

sharp pike
#

Isn't most of the skinning done on the CPU in 2017? I thought one of the 2018 features was moving that to the GPU?

solid grail
#

Mine are made to resemble true screenspace outlines like what you get with object highlighting in editor

#

To that end those two things perfectly line up :v)

steep swift
#

yeah super beautiful outlines

solid grail
#

No @sharp pike skinning is always gpu even in 2017

#

It's a bug causing it to not be

steep swift
#

just literally make them use the unity selection color and have it turn on when you look at someone

solid grail
#

That's a good idea

steep swift
#

I must have selected you by mistake oops

#

oh wait I'm in vr

solid grail
#

Since they're quads I can put whatever texture I want on each of them also

past pewter
#

anyone want to agree that I'm a shader fanatic on here?

fathom shale
#

does anyone have a discoball shader i can have plllllz

velvet sorrel
#

What kind of disco ball?

solid grail
#

Presumably a shiny one :v)

lethal nacelle
#

@fathom shale any shader with emission

#

and specular

#

depending on your needs

#

but preferrably both

#

off the top of my head, poiyomi could work

fathom shale
#

i dont get this? ^

#

or a disco ball that is reflective

#

i wanted to use it as a snail shell

past pewter
#

anyone got unreal engine shaders?

tired token
#

xd

solemn junco
#

Lol watching the fall In live action

velvet sorrel
#

That was fast

fading schooner
#

I'm looking for a decent shader that has a more flat toon look with shadows highlights. If you have any recommendations I could try out let me know 🙂 I am looking for a shader for a robot avatar with a nice shiny look.

fair prawn
#

and meanwhile I'm looking for a nice fur shader. not to cover my whole avatar in it but just for ears and a tail. I looked at poiyomis and it looks nice, but I'm not sure I want to commit to paying for the whole shader pack when I just want the fur shader, I don't think I want to use anything toon on my model since it's not meant to be "super anime"

#

any recommendations?

#

apparently there's also xiexes xsfur shader which looks pretty nice, but how does buying this on booth.pm work? if I buy the current version do I only get this version or do I have access to future updates too?

solid grail
#

You always have access to the download

fair prawn
#

okay, so that sounds more like what I'd want then, right?

#

what's peoples' opinion on this shader? anything bad to say about it?

#

I'm very new to the whole 3d modeling scene so I have no clue about much still

sharp pike
#

Didn't know poiyomi had a fur shader. Xiexe's is usually my suggestion when people are looking for fur shaders.

fair prawn
#

okay

#

well I just bought it

#

I'm confused... why can't I drag a custom shader onto my materials? the materials are all greyed out

#

nevermind, forgot to extract the materials after changing them

restive badge
#

Does anyone know of a shader I could place on a quad to make whatever's behind it ripple like that?

past pewter
#

looking for a shader that looks simlar to team fortress 2. any suggestions?

solid grail
#

any shader that allows you to use a custom ramp should suffice

#

tf2 has a pretty basic shader

sharp pike
#

There was someone in here not too long ago that was making a source/TF2 shader and showed it in action on some TF2 models.

solid grail
#

I don't think they ever fixed their NaN flashes

#

I was helping them with that but it has honestly not crossed my mind since (no offence, guy who made it)
I just get busy with stuff 🤷‍♀️

#

tbh TF2 is just a phong shader with a stylized ramp and I think a little adjustment to ambient GI
could replicate the look with any shader that allows you to use a custom ramp pretty much. I even have the ramps from a tf2 presentation awhile ago :v)

past pewter
#

okay; here's the problem with tf2 stuff and unity.

#

some of the textures don't quite go with the shader. I mean, yes I know valve and unity have similar attributes, but there's always these kinds of textures

#

one moment, please

#

also this

#

tbh, I don't quite understand these textures

sharp pike
fringe sand
#

Hope you guys don't mind me chiming in, but another thing that builds a difference between Source and Unity in which a lot of VRChat shaders don't often account for is the fact that Source also makes use of an Exponent texture that relies on the RGB color scale for specularity instead of the BWG that other games use.

past pewter
#

true

#

but have you thought about unreal engine?

#

they have these textures

#

one moment, please

#

I figured out how it was made in the proccess

solid grail
#

Aren't those all just variations of the same workflow masked differently

past pewter
#

pretty much, yeah

solid grail
#

Should not be hard to extract the channels and use them as you'd use any other pbr workflow

past pewter
#

they just have different slots of materials

solid grail
#

Nothing has strayed from a standard pbr workflow in awhile

past pewter
#

or the ORM

solid grail
#

Mostly metallic roughness

past pewter
#

especially when it comes to video games

solid grail
#

Since spec/gloss is less common now

past pewter
#

may I say something real quick? it's not to break the rules or offend anybody

solid grail
#

Pretty much I've only seen it in fighting and mobile games lately

past pewter
#

true

solid grail
#

And even then those two are the same in the end

past pewter
#

again; true

#

I just hope that most of the stuff we have in vrchat gets optimized to where we can make different characters

#

now then, I need a shader to where I can have a mask texture

#

they're two textures.

#

one of them moves like it does in the game, while the other one stays still, I figured out how to do it in blender, but I haven't found a single shader in unity that can make the same effects as this

solid grail
#

So, what..
UV distortion or is it literally a mask on the second UVs for details

past pewter
#

kinda both

solid grail
#

Both are fairly easy

past pewter
#

and I've been searching for a long time

#

I'm not even good at moving the textures either

#

and it's all on one model too

solid grail
#

Yeah I assumed it would be on one model since it uses a mask

past pewter
#

exactly

#

that's how my render was made.

solid grail
#

Oh right blender is all node based..

red fern
#

can someone point me to that shader for rain on the windows that looks to be everywhere?

velvet sorrel
#

I think it's on Booth. IMO I would advise against using it because it uses a grab pass and those are pricy

solid grail
#

Eh I've never seen that particular one matter performance wise 🤷

steep swift
#

someone needs to make a version of that that uses the skybox and no grabpass

#

it can't be a hard change to make. SCRN's console games world does this and that allows the effect to be done on quest

#

and yes it makes a difference if you want to run your index at 144Hz or even 120Hz

#

one grabpass can maybe work at 120 (e.g. water) but add in a second and at least for me I'll get kicked down to 60Hz

sharp pike
#

I had a sword on an avatar with two separate grab passes and decided it was definitely not worth having both of them, it was seriously performance eating for what was a pretty meager effect in the end.

steep swift
#

please be considerate of the use of grabpasses

#

also most good shaders will use "named" grabpasses, so they should combine together... but there are a lot of crappy shaders floating around (and even some Unity asset store quality stuff will forget to name them)

lethal rock
#

places unnamed grabpass on infinitely spawnable prefab

mortal geyser
#

is there any good tutorial for making cloud shader?
couldnt find any which have step by step explanation

lethal rock
#

Cloud shaders are notoriously tricky, I’d be surprised if you found a tutorial. The best I can suggest is find one on shadertoy, convert to unity and optimize

grave hatch
#

volumetrics are pretty costly, most efficient you could probably do is a cloud mesh + some vertex deformation

#

lots of different ways to fake them though

mortal geyser
#

hmm oke thanks for info

past pewter
#

blender is node based, but how can I open that up in unity?

#

it's very hard. not only that, but it's difficult too

solid grail
#

There's node base shader editors in unity

past pewter
#

where can I find them?

#

and are they free, or do I have to pay for them?

solid grail
#

shaderforge is free

past pewter
#

gotcha

glacial fjord
#

Anyone know of a shader that would let me properly look at both sides of this bottle?
I'm using standard (two sided)
On unity it looks perfectly fine
but when it's in game where it looks wrong

#

the idea is to have both images be seen from behind
but because of this shader

#

the image will go through the other one.
ingame you will see the sky background over the Fiji logo

past pewter
#

anyone else think springtrap looks scary?

#

I'm doing the v9 version of him for vrchat

#

that is by failz

glacial fjord
#

heres what the bottle looks ingame, if anyone know the right shader to get the one I'm going for

sharp pike
#

An alternative could be separating the bottle decals into a separate, opaque (cutout) material

glacial fjord
#

but then if they are opaque
the other side cannot be seen anymore

sharp pike
#

I think it should still be visible if it's double sided

solid grail
#

Does the shader have depth testing on?

glacial fjord
#

not sure, how do I check

sharp pike
#

I took a capsule with standard set to transparent and an ever so slightly larger capsule with a double sided, cutout shader (I don't have a version of standard with that, so I used xiexe's)

glacial fjord
#

I think I might have figured out a way to fix the bottle

#

friend sent me this shader that has tons of features called Poiyomi

ripe idol
#

Looks pretty good

#

I would definitely use that

sharp pike
#

I just tried setting up the above with your shader and noticed zwrite is off for cutout by default, not sure if intended.

ripe idol
#

and 100% click that discord button at the bottom so I could get all the help I might need

#

@sharp pike It shouldn't be

sharp pike
#

could be same variable name as another shader, I'll double check

ripe idol
#

you probably just switched it from transparent standard to toon

#

and because zwrite is off for that it kept the setting

sharp pike
#

mmm, might have done

#

yes, you're spot on

velvet sorrel
#

@glacial fjord You'll need to use a shader that allows you to change the culling mode. If you can ask me in 7 hours, I'll post one

modern bloom
#

when i turn on a viseme the shading changes on any shader i use, is there a way to stop this

#

im using mochie uber shader though

#

i tried poiyomi and it was even worse

#

theres absolutely no changes in the mesh there

#

or the various other places it changes

solid grail
#

Have you tried just propagating everything that's not the face or blending the shape from basis?
The shading wouldn't change if there was no change in those verts, however small

modern bloom
#

i know theres no change in the verts it doesnt change anything in blender

solid grail
#

Except possibly normal rotation.

#

Have you expressed the blendshape in blender with shading on?

modern bloom
#

yep

#

doesnt change shading in blender

#

no difference

ripe idol
#

Someone said something about descriptor or animator being on the body instead of the root

#

causing lighting shifts or something

#

I have seen this before but it hasn't happened to me

modern bloom
#

descriptor is in the right spot and animator

ripe idol
#

have you tried overriding your lighting anchor

modern bloom
#

wym

ripe idol
#

if you select your body there's a property called lighting anchor override or something

modern bloom
#

in unity?

ripe idol
#

yeah

#

that's the location your mesh calculates lighting from

#

you can drag your spine into there

modern bloom
#

all i see is this

ripe idol
#

it's in the mesh renderer

#

at the top

modern bloom
#

O

ripe idol
modern bloom
#

put spine into it and still trhe same

ripe idol
#

do you have my shader?

modern bloom
#

yeah

#

tried yours and mochie

ripe idol
#

there's a debug option at the bottom

#

set debug mesh to vertex normals

modern bloom
#

still doing it

ripe idol
#

yeah are the normals changing?

#

if the colors change then yes

modern bloom
#

oh huh it doesnt look like that for me

ripe idol
#

do you have debug enabled

modern bloom
#

oh wait yeah i just realized

#

yeah it changes color

ripe idol
#

so it looks like your animations are changing your normal information

modern bloom
#

honestly not sure how to exactly fix that lol

ripe idol
#

yeah same

#

does your import stuff look like this

#

something along those lines

modern bloom
#

yeah

ripe idol
#

This is a model issue more than a shader issue so this is where I can't really help anymore

#

but you know more

#

so good luck

modern bloom
#

thanks for all the help u gave tho! ill try

velvet sorrel
#

It looks like your model has broken normals, you should try to find a better version

past pewter
#

shader issues are more common in higher poly models

#

especially on the fnaf characters

#

perfect example? it can be shown on the spec shader

#

give me a moment please

#

good news, springtrap's shader is an exception

past pewter
#

I want a result that looks like this when I'm doing a model from fnaf

#

anybody got any bright ideas?

mellow grove
#

i would think to find a shader that works with lighting well enough, but i'm no expert in shaders

past pewter
#

true

mellow grove
#

but even if you do, it may not work in all maps

#

since different maps have different ways of lighting

#

so i think you'd have to take it with a pinch of salt

past pewter
#

I just did

#

it already looks much better now

mellow grove
#

nice-o

past pewter
#

hey silent?

#

do you know fnaf?

#

anyone wanna see my progress?

past pewter
#

finished

#

I’m looking from the Lantern engine shader from the Dreamcast games

past pewter
#

I found the ramp shader for team fortress 2. Someone posted a version for unity. Why does it look terrible. Literally half my character is just black.

left orbit
#

Does VRchat support tessellation?

lethal rock
#

Yes, though I wouldn’t advise using it too heavily

tired token
#

Shoulda said no. 😏

velvet sorrel
#

For the performance cost, there's no real reason to use tessellation... I think.

halcyon kestrel
#

Terrain, deformable snow, water, and complex geometry shaders are use cases for tessellation.

You will not want to use tessellation on avatars, there isn't any point, and the costs outweigh any benefits you might see.

Tessellation is very expensive and should be used with caution. More often than not, it's probably better to just manually subdivide your mesh.

fluid hamlet
#

for avatars it seems better to use light, shadow ,detail and depth maps for the same effect to me

past pewter
#

sounds impressive

past pewter
#

how do I open shader forge in unity?

#

In your windows tab

#

oh, okay

#

Or click on the shader and on your inspector it should also say open shaderforge

#

gotcha

#

I've been trying to test out, but I don't see anything yet

#

Id personally say you should try to get amplify shader editor. Shaderforge is old and doesnt have alot of things you would really need. Not saying it isnt good but ase is better in my opinion.

#

Do you have shaderforge installed into ur unity project?

#

I got something downloaded on the asset store

#

Shaderforge isnt on the asset store

#

You have to download on github

#

I'm on it

#

let me have lunch first, then I should be good to go

#

Okay

#

But you should look into amplify shader editor if you can. It does cost money but id say its worth.

#

It cant create alot of geometry shader stuff but surface shaders if can do really well.

#

It*

#

gotcha

past pewter
#

wish me luck, guys

#

it's not in the previews

#

what should I get for shader forge?

past pewter
#

how do I go into the node editor for the shader forge?

past pewter
#

nvm, I'll figure it out on my own

left orbit
#

Yeah my tesselation question was after watching a few tutorials on both snow shaders that use displacement and ocean shaders that have rolling waves and such. Both cases tesselation would be great; in snow's case it keeps you from trying to render realistic snow displacement when you're not close enough to really care, and for the ocean it's almost essential, lest you have massive amounts of geometry for waves that may very well be on the other side of the map.

#

If I were to attempt to implement a shader that used tesselation in VRC, though, I'd only be doing it for landscape scenarios in worlds, not on Avatars xP

#

Thanks for the answers o/

lethal rock
#

Be careful though it’s easy to overdo it

past pewter
#

howdy fellas

past pewter
#

I need some help on the realism setting real quick

#

tell me if this looks okay

#

anyone got a glass shader I can use?

#

I'm trying to do a jewel shader for dante's amulet

past pewter
#

anyone knows about DMC3, right?

stray hazel
#

I'm looking for a cellshaded shader that does an outline on all edges, not just an outline of the object/model

#

Any ideas?

past pewter
#

^ note that that one needs an active reflection probe

past pewter
#

Thank you!

past pewter
#

where can I find a fur shader?

#

I need it for Springtrap

#

please

terse olive
#

Here is one version of a fur shader you can get https://booth.pm/en/items/1084711
There are others, but you'll have to google for them.

VRとパフォーマンスを主にした本格的獣シェーダー ほかの似たようなシェーダーはレンダリングパス数が多いため、ラグなどを起こしやすいのが多いです。 私のは、すべてワンパス。 毛と肌のレーヤー別...

fluid hamlet
stiff berry
#

yeah you can basically reimplement bloom in your own shader

#

not sure if anyone's done it yet but it should be doable

#

although not very performant

fluid hamlet
#

hmm 🤔, would altering the glow in the dark part in poiyomi toon shader emission section to work also in light work( if i can figure out how lol never done anything shader related yet)

ripe idol
#

no not really

#

bloom is a screen effect that blurs colors over a threshold basically

#

and if you put it on your avatar directly

#

it'll stack with normal bloom and look weird

fluid hamlet
#

yea ... reason i was thinking on a sort of fake ... like a Gaussian blur outline or something that just looks kinda like a bloom effect

ripe idol
#

you can blur your emission map and it'll look a lil better

steep swift
fluid hamlet
#

@steep swift Do you maybe know how to apply that one ... when i choose that shader it turns the material invisible, you can DM me if you do

#

but it is what i am looking for yea

steep swift
#

invisible? gets error and nothing shows? @fluid hamlet

fluid hamlet
#

no errors ... just nothing of the model/material is visible

fluid hamlet
#

figured it out ..had to use the material that came with the shader

past pewter
#

is shadergraph or shaderforge usable in unity 2017.4.28f1?

timid lark
#

As far as I'm aware, it was made for 2018 Unity and I don't believe that they made it backwards compatible.

solid grail
#

No, it's not.

whole flicker
#

would anyone be able to help me incorporate this script into a simple shader?

steep swift
#

@whole flicker you can do that from an animation too. Just get the Mesh Renderer -> Material._MainTex_ST and animate the number from 0 to 1 in a looping animation

#

for the shader approach, take any shader, find the TRANSFORM_TEX(_MainTex) bit, and add + float2(0, 1.5) * _Time.g

#

and tweak the numbers

whole flicker
#

Alright then

#

Thank you very much, I’ll try this in the morning

steep swift
#

The _ST bit is non obvious yea. also you want the 3rd and 4th values (z and w)

#

the first two (x and y) do texture scale, while the last two (z and w) do texture offset

analog thunder
#

wait so whats going on with cubed shaders? should i swap to something else?

#

looks like everyone advises against using it now

light urchin
#

Yes cubed's shader is unmaintained and very broken unity 2018 wise especially. Use either poiyomi's toon shader or Silent's shader @analog thunder

lethal nacelle
#

@analog thunder also throwing out cibbi's since its nice if you're coming from cubed's. but yeah, cubed's shader hasn't been updated in over a year anyway. nobody should've been using it for a while now

analog thunder
#

yeah i just tried the beta and a lot of avatars are have broken shaders now, any idea if they will force cubeds into some other shader? kinda like what they do with the safety settings when you disable other peoples shaders, but just make it replace cubeds instead

#

there's years worth of avatars with cubed's shaders that people have, even I have like 100 that will break D:

lethal nacelle
#

that's not really how that works unfortunately

analog thunder
#

trying out poiyomi now tho

lethal nacelle
#

reuploading all avatars will be tedious but not impossible

#

cubed's was made to do like. one thing and then a shitload of toon shaders came out to do that exact same thing but better and with a fuck of a lot more features. so long as you still have your project files you should be fine

analog thunder
#

poiyomi has so many options, anything specific I should enable/disable? trying to find out how to make it double sided

#

set culling to off, seems that was it

#

and should I use MK glow for glowy parts still? or just use poiyomi as well

lethal nacelle
#

what's mk glow?

ripe idol
#

you can use emission in poiyomi

lethal nacelle
#

poiyomi has glowy stuff built in

#

and scroll emissions...and glow...and blink...

analog thunder
#

oh hi poiyomi hah, oke i check it out

#

and MK glow is just another shader some people have used for glow

ripe idol
#

feel free to click the discord icon at the bottom to join my server

#

in the material

lunar grove
#

Is there a way to make lighting like a spotlight appear on toon shaders? I'm trying to make a world and I want to use toon shaders, either Cubed Paradox', Poiyomi's, or Xiexe's and I want there to be light shining on the floor from a TV screen, but I can't figure out how to make the light show up on a material with toon shading.

ripe idol
#

shouldn't be an issue

#

those are just default settings

lunar grove
#

hm alrighty I'll try to see what I'm doing wrong

whole flicker
#

@steep swift I can't seem to find either of the things you're referring to, both in the shader and in Mesh Renderer

#

I tried throwing it that bit of code you provided but it says there aren't enough inputs

past pewter
#

Does someone have good fur shader values?

steep swift
#

@whole flicker the Mesh Renderer thing I was talking about is in the animation editor, if you click add property and go to your mesh. It should be there in just about every mesh

#

For the shader based approach,, maybe show the line of code you edited

whole flicker
#

Alright let me get some screenshots

#

That’s where I put the line of code you suggested, it’s in a standard shader

#

Also I see the mesh renderer but there’s little to no options

steep swift
#

Oh I didn't realize you were using a custom shader like that. Ok, you would add it to the argument of tex2D like so:
tex2D(_MainTex, IN.uv_MainTex + float2(0, -0.15) * _Time.g)

#

Also for the animator method, can you screenshot the list of things that show up in mesh renderer -> Material? It should be there

whole flicker
#

Ah ok

#

And yea

steep swift
#

@whole flicker i meant in the animation editor: if you wanted it to animate you could use that

whole flicker
#

Uh I figured it out, thanks for the help though

steep swift
#

Anyway shader is better. Just wanted to teach the other way to do the same thing. Useful on quest for example

analog thunder
#

How do I get "fade" in poiyomi shader?

solid grail
#

Set it to fade :v)

past pewter
#

my goal is for monkey 1 to be able to see his cards, monkey 3 to be able to see his cards. and for monkey 2 to not be able to see any cards

slim kettle
#

working on a card game, i presume?

#

an in-game card game*

past pewter
#

yes

#

my idea is

#

the red line represents a wall

#

and the cards CAN'T be seen through the wall, but everything else CAN

#

however, im not exactly sure how to accomplish that

timid lark
#

Shader's with adjusted render ques sounds like the way to go for that.

past pewter
#

ooo right

#

that brings me to another question, maybe someone knows, what version of shaderforge is compatible with 2017.4.28f1 unity?

near flax
#

stencils would probably be a good route to go for that game thing

past pewter
#

yeah @near flax that would totally work.

#

just gotta figure out how to get shaderforge for unity 2017 lol

#

i refuse to learn how to write in shaderlab

lilac osprey
#

I want to use my real avatar but don't have good appreciate shaders on a real skin or clothes. Do you have any recommendation shader?

past pewter
whole flicker
#

nice

#

Man I need to learn how to write shaders, seems like such a cool thing to experiment with

past pewter
#

okayyyy wtf, works in the editor but doesnt work in game

#

does VRchat really mess with the render queues of objects?? :T

whole flicker
#

did you apply it properly?

past pewter
#

wat?

#

apply what

whole flicker
#

there's some funky way you need to apply different things for vrchat to register them from what I've seen, but it may only apply to avatars

past pewter
#

hmm

near flax
#

render queue changes on the material don't stick around when you upload

#

because of an oooooolllllllldddddd bug

#

so you have to edit the render queue in the shader itself

sharp pike
#

Huh, I was told that it was done on purpose and not a bug

past pewter
#

@near flax thanks

solid grail
#

P sure it's a bug

past pewter
#

lets say i have an energy source in the center and i want pulsating energy to go in a wave along the limbs. how would i do that? i assume its a shader but idk how i would make a scrolling emission shader, not experienced in creating shaders. Anybody have some ideas / recommendations ?

midnight dirge
past pewter
#

thanks ill check it out

fringe sand
#

Anyone know of a good shader for eyes with refraction, normal, spec and ao support? I have an eye texture that comes with it's own reflection texture that I'd like to use with it proplery.

hexed ether
#

don't suppose anybody knows a shader i can use on my silhouette ghost's hair to let her glowing eyes be fully visible through her bangs (like so), WITHOUT letting other things pass through? skybox was a dumb idea on my part

hexed ether
#

the hardest part's finding a whitelisted one to use. being brand new to shaders in general and knowing i don't have the trust rank to just do whatever makes it more complicated. unless i can't use ANY shaders until later, in which case i'll cry because her eyes won't glow

midnight dirge
#

RenderQueue maybe?

#

However there is a problem with RenderQueues in VRChat so you would need a custom shader again...oof

past pewter
#

write a stencil value with the eyes, check for the stencil value in the hair shader and discard the pixel if it's there

hexed ether
#

i'm kinda trying to do it with vrchat's whitelisted shaders but i'm having trouble finding any with all the settings i need, blah

velvet sorrel
#

That's simply not possible if your shaders are blocked.

#

Like, it's outright impossible. When shaders are blocked, VRC will only copy the approved parameters into the fields it allows use of.

#

None of those will allow for that sort of effect. My advice would be to set your _MainTex to a black and pink checkerboard so people get the idea.

hexed ether
#

i'd normally figure it was impossible except i found that a very small number of fallback shaders do include stencil effects, but like

#

like, there might be some way to make it work purely because my avatar's textures are so utterly simple but the configuration is useless without a guide or guesswork

#

i maayy just give up on fallback shaders considering this

#

i did get it working with poiyomi so i know how stencils work now (thanks 1001) but its stencil menu has actually human-readable options

hexed ether
#

and anyway those shaders didn't have backface culling or emission so i still couldn't get the eyes to look quite right with them

#

so i'll just hope the avatar turns out okay for people with security settings at the end of all this lol

steep swift
#

that's actually really cool. I forgot some of the UI shaders were whitelisted and those allow custom stencil settings

hexed ether
#

ohhh cool, thank you