#shaders

2 messages · Page 12 of 1

steep swift
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the challenge with stencils when using fallback is Render Queue is ignored (this is true even when not using fallback)

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normally, people duplicate their shaders and make another one with "Queue"="Transparent+2" or +3" etc in the tags

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but you can't do this if you are relying on fallback

hexed ether
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is render queue always ignored? doesn't that ruin stencils anyway? huh

steep swift
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the custom value in the material is always changed to "From Shader" on upload

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so you have to edit the shader to set it

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However, it doesn't ruin stencils inherently, you just have to use tricks to make sure things render in the right order

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the best way is put everything onto one mesh and order the materials correctly

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materials are always rendered in order, as long as all shaders on your mesh also all use the same render queue

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so make sure to combine your meshes 🙂

hexed ether
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oh, noted, thank you. now i just...have to remember how to reorder materials. can unity do that? i've mostly worked with blender but i guess i could just run it through there

steep swift
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blender can do that. My editor script actually cannot reorder materials. If you force it by removing materials and adding it back, it will leave unused vertices which causes lag. I really need to fix it/add that functionality

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I would probably go to blender if you're building something with this technique--it will give you way more flexibility

tired token
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@steep swift Fallbacks only work if the damn material settings were copied over...

hexed ether
steep swift
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@tired token I thought it works if it's an internally whitelisted shader:

If an internal shader is matched, the fallback is a new shader of the same type, but using the internally compiled shader. All the parameters are copied. New versions or variants not included will not work, since they will be replaced.

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"All parameters are copied"

tired token
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Hmm, I'm gonna go doubt here

steep swift
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so UI/Default should keep stencil settings

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don't know why I never tested this before

hexed ether
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well UI/Default doesn't seem perfect for it considering the visible grid, but ye

steep swift
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the problem is when it's not matching exactly the name of an internally whitelisted shader, then you go through the rube goldberg machine of shader fallback

tired token
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I mean damn STANDARD doesn't fall back correctly

steep swift
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well they special cased standard, so it's got its own set of rules

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I dunno---super confusing system

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@hexed ether can you use that just for the stenciling and set a ColorMask so it doesn't draw?

hexed ether
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i have been doing any 3d art at all for a literal week

steep swift
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ah it's got zwrite off though...you would need a shader that supports stencil with zwrite on

hexed ether
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i have no idea, but in my desperation (i spent so long trying to figure that out) that i'd like to go back to poiyomi's

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yeah, it's acting like a skybox or something

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well, no, that's wrong, ignore me

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regardless

steep swift
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heh yeah it's not intended for how you're using it :-p

hexed ether
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yeah i figured it wasn't, the only reason i was considering weird shaders is b/c i mean, my avatar's mostly a silhouette

steep swift
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it's an interesting idea though--I've never seen anyone pull off stencil effects with shader fallback

hexed ether
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but with poiyomi i can have unlit body, emission eyes, and proper stenciling, so

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yee, might work depending on what it is you're making

steep swift
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the challenge is getting the 300-600 or so hours of playtime to become trusted user 😕

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I still hate that

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if your avatar looks broken enough and it's important you can sometimes convince friends to show your avatar

hexed ether
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yeah, i'm just hoping the fallbacks only ruin my stencil and not my unlit/emission

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if they do well i'll figure it out

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worst case i just live without the stencil, even if her bangs would obscure her eyes sometimes

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but since her only expressions are her eyes moving, i'm trying to keep them fully visible otherwise

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unless they're like half-lidded or something

tired token
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@steep swift Seems like the docs are true, but still untested.

hexed ether
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i could always move her bangs totally out of the way of her eyes, but since her details are only ever seen in profile, i like how her bangs look from the side

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but yea

rich lake
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I usually never block shaders since it can make people look so bad, main proponents of crashing are animations, lights, and particles. Not shaders from what I've experienced

left orbit
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Hi all! o/

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I’ve heard VRChat is working on moving to 2018?

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Does anyone know if by chance they’ll be using/supporting 2018’s newer render pipelines: HDRP or LWRP?

steep swift
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Those pipelines are still in beta in unity 2018. VRChat will not be switching to any sort of scriptable render pipeline until Unity 2019 at the earliest

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So business as usual for the 2018 update. Please visit #open-beta-info and click the labs emoji one message back for access to the most up to date channel and beta specific discussion

left orbit
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Ah yeah I found their nov 8th article saying the same thing, thanks for the quick answer o/

short nebula
solid grail
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tbh that looks like it's the texture

lethal nacelle
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@short nebula what rero said, that literally just looks like the texture + no shadows

short nebula
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guess i must go on an adventure

lethal nacelle
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if you're wondering how that's done, its probably like AO + normal map or something like that

short nebula
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ive seen a ton of MMD models, that dont look that crisp, if i can find a world with those models

solid grail
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high resolution texture

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possibly needlessly so

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That's not AO I don't think. I think it's just baked into the diffuse texture.

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It's got a bit more color in it than most AO I've seen.

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Since a normal map just affects lighting I don't see why one would be necessary at all.

past pewter
solid grail
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shadertoy :v)

past pewter
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n

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no

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its all made with gif texture

solid grail
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Texture array or spritesheet

past pewter
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yes

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spritesheets

solid grail
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Now that you mention it I see the upscaling. That looks good from a reasonable distance though ^^

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How many cells?

past pewter
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what do you mean ?

solid grail
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Individual sprites.

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4x4 16 cells example.

past pewter
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oh ok

tired token
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lol

sharp pike
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Yeah, that picture from earlier is textbook ao baked into diffuse. I find it makes people look like 3d printed miniatures for some reason. I want to have a go at baking ao into vertex colours and using that in a shader since some models overlap uvs for separate parts.

solid grail
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Can always make more UVs

fresh grove
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@ripe idol Sorry to bother you directly like this, but I have been looking for a fur shader that can achieve a look like this:

is your fur shader capable of this? I would invest in it because this looks absolutely amazing. The 2 fur shader I have make the fur look kind of like what I am looking for but they still use standard shading so the shadows are too strong

fresh grove
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can someone help me turning a shader in to a toon like look? (I have a fur shader that I want to use toon lighting)

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I want this lighting to roughly match the rest of the body. Weather its adding the lighting to the fur shader or adding the fur shader code to the shader I use for the rest of my model I dont mind. I do feel lost trying to merge them together

ripe idol
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@fresh grove no

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My fur shader does not look like that

fresh grove
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I feel like giving up at this point

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I only have a single fur shader that I found for free and its lighting does not match any toon shader

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fuck everything

lethal rock
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What’s the fur shader you’re using?

fresh grove
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@lethal rock FurFX 1.0

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if you know of any other

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that I dont have to buy, because I just cant afford that at the moment

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I would love to look at it

steep swift
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Fur shaders tend to go for somewhere around $10, not too expensive given how complicated they are

fresh grove
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I am aware

lethal rock
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good ones that is

fresh grove
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but even thats out of my budget right now

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I plan on buying poiyomis shader

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but right now I dont have a budget at all

ripe idol
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I plan on reworking the fur shader in the near future anyway

fresh grove
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reworking?

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what do you plan on adding/ changing?

past pewter
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Does anyone know what pbr materials are?

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I'm trying to learn how they affect the mats of the characters I've been trying to make

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Anyone got any ideas?

timid lark
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Physically Based Rendering (PBR) mats are just materials that take lighting and mimic how things get shaded irl. But Googling that would give you a faster answer ^

glacial fjord
past pewter
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anyone here knows how to make the sphere that negates all particle effects and animations in a small bubble around you?

steep swift
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@glacial fjord two problems:

  1. you have another copy of FurShader in your project
  2. FurScript.cs is not in a folder called Editor. This means you may have trouble uploading. Please move it to an Editor folder
fresh grove
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can someone help me change the ambient lighting of this fur shader?

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I only get some progress by editing

fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

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to

fixed3 ambient = _LightColor0.rgb * albedo;

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while that makes the light more toony the darkness doesnt follow colors that well

tired token
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You actually want ShadeSH9(float4(0,0,0,1));

past pewter
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what was the game engine for devil may cry 3?

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I'd be guessing that it could be unreal engine

fluid hamlet
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the rebooted one?

unreal engine 3

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the original used an engine build in house

solid grail
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Haven't they literally always used whatever resident evil engine was used at the time

fresh grove
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@tired token I dont know if I am doing something wrong but that didnt do anything at all

past pewter
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sounds simple enough

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if anything more, I'm just making the original DMC3 Dante look like the reboot

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with the textures I have for him

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okay I have a problem

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check over in the avatar optimization place and meet me there

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nvm

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I just figured out

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it looks like a nightmare on full body tracking though...

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but he does look nice!

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does anyone have the updated version of him though?

short nebula
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From the remaster? Cause I don’t think anyone has bothered ripping from those

past pewter
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I'm thinking about doing that

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actually

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I'm checking everything in DA at the moment to see if I could find him

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if that doesn't work, I'll just find another model that is similar

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the MVCI version should be quite the improvement

solid grail
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oof infinite has a horrible playdough look though.

past pewter
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eh.

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that's true, actually

solid grail
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That's one ugly game ^^"

past pewter
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I agree

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but the hair looks decent

past pewter
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let's just be honest here, he looks like garbage

solid grail
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God that's such an ugly game.

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I'd know, I ripped the models, too.

past pewter
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I'm going to make him look as canon and realistic as possible in unity

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but I don't think it's possible in Unity

past pewter
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dmc3 dante imo is probably better in detail graphics

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but is lacking realism

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what's your opinion?

past pewter
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isn't dmc3 from the playstation 2 game?

fluid hamlet
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yes

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the game really used unreal engine’s love for high contrast to hide graphical ugliness

past pewter
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Ah, makes sense

past pewter
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out of all the models anyone has seen in video games, which one in your opinion is the worst?

steep swift
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Can we keep this on topic please. Let's move discussion of game assets to #general-media

fluid hamlet
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So a while back i saw a part in a vrchat video in which someone could look inside an avatar and the would see the interior of the vrchat home ... can someone maybe explain me how they did that?

i want to add something similar to the coffin on my avatars back

steep swift
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Check out the panosphere shader. VoxelKei has some really cool avatars and worlds that can let you capture 360 panos as photos and later put them in a panosphere. There are some even more advanced tricks with depth you can do

fluid hamlet
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so basically i need to put a sphere with that shader inside the coffin?

steep swift
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doesn't have to be a sphere. you could duplicate the coffin, flip normals so that it's just the inside faces of the coffin (or if you already have inside faces, make those use a different material)

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and then put panosphere on the inside material of the coffin

latent elk
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Does anyone how to use the natio/ghosty Shader right? My avatar is invisible even of i get the camera close to it

steep swift
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I don't actually know the shader in question, but is it the one used in loli_explorer.exe's ghost avatar?

molten oar
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Hello! Learner here, is there a way I can apply shadows to my shader without using
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
It seems to be breaking my avatar. The texture shows when I delete it, but then it's transparent...

viral sun
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is there any way to do cutout on the quest toon shader? or what do i do to the texture to make it work right?

steep swift
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@molten oar Yes! Use the Fallback statement instead

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Note that Fallback must occur outside of the SubShader { } block

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so usually you will change

UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
CustomEditor "SomeEditor"
}

to

}
Fallback "VertexLit"
CustomEditor "SomeEditor"
}
#

if the CustomEditor isn't there it might look like:

UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

so you will change it to

}
Fallback "VertexLit"
}
molten oar
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ahh alright, yeah I have

        }
        
        UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
    }
}
steep swift
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Note you can also do Fallback "Legacy Shaders/VertexLit" - I'm not sure what the difference is between including Legacy Shaders/ or not

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some builtin unity shaders do one, some do the other

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same with Fallback "Diffuse"

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anyway anything with Fallback will work and will include the shadowcaster

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UsePass seems to be broken when you reference a builtin unity shader

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in 2018

molten oar
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So to check, since I have no clue myself... I want this?

        }
        
        UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
    }

    Fallback "Diffuse"
}
steep swift
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@viral sun No, cutout seems to be intentionally not on the palette of available quest shaders. It has similar performance cost in terms of overhead as alpha blending, so best to avoid it. The recommendations are to instead add more vertices and polygons to physically cut out any such areas from your mesh geometry

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like in blender there's a hotkey that lets you draw a line and it will cut all the polygons your line goes through in half

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so you would basically need to keep doing that

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and then select the faces in the sections you want cut and hit x and Delete Faces

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sorry... and yeah there are a lot of great low poly avatars that didn't get ported to quest for exactly this reason

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the painful part is the cost of cutout appears to be just related to how many pixels get cut, so for eyes or something it should be fine to use on quest

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but vrchat doesn't allow custom shaders, so you have to do the hard work if you want it quest compatible

viral sun
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that sounds complicated... is there a stepbystep tutorial anywhere?

steep swift
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knife tool is k

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so you go to edit mode and halve at it

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this is like one of the most common problems I've heard people complain about with making quest avatars

viral sun
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thanks a lot for the information

latent elk
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@steep swift thank you! Ill try that

stray hazel
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is there a shader that will show the world's current skybox?

past pewter
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you can't show the skybox, but you can show the reflection probe (in a lot of cases that is the skybox, but sometimes it's a proper reflection probe of a room)

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if you use unity standard and turn up metallic and smoothness to 1 you will see the reflection probe in that world (some worlds don't have one so it will be black)

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if you want to read the value in a shader yourself use float4 reflectionProbeColor = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflect(viewDirection,-normal), 1.);

hollow crescent
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is there a shader I can use for mesh particles that allow for fading in using color over lifetime?
the default alpha blended shader for particles make my mesh particles flip their normals or just messy in general

past pewter
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I'm trying to have a shader for sly cooper from the game Sly Cooper Thieves in Time

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anybody have a shader I can use?

split scroll
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@hollow crescent what you're looking for is a shader that uses the mesh vertex colors, that's what particle color does.

hollow crescent
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I kind of understand that, but I don't know how to look for that in a shader
I'm hoping someone already know a shader that works with mesh particles and color over lifetime
there's like two years of creative juices flowing into vrchat, someone has to have it

past pewter
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okay, so basically this happens

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can anyone explain what I should do?

solid grail
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No idea what I'm supposed to be looking at if I'm honest.

lethal nacelle
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looks like its working as intended?

light urchin
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Yeah that's pretty much impossible to say what's wrong without knowing how it's supposed to look

lethal nacelle
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im guessing either gold or blue

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which even then doesnt help because @past pewter we dont know your shader nor how you have it set up, what youre trying to do

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looks like your reflections qre working fine but you havent said what reflections those are

past pewter
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it's actually the reflection probe that causes the problem

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I actually realized it when I saw it

past pewter
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where can I find a reflection probe?

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also, what's a fallback cubemap and where do I get it?

lethal nacelle
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ohhh!

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havent even began messing around with probe reflections and what not, thst sounds cool. cant really help in this instance > < i mainly stick to a really toonish look even with metals so

past pewter
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I'm going to do my best to make it as realistic as possible

past pewter
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for an avatar to look good with reflection probes the author of the world needs to have added a reflection probe to his scene, otherwise you will reflect only black color

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not all worlds have it (or have it set up so it's active everywhere in the world)

velvet sorrel
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You should contact the author and ask them to add one

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Though in some cases the author adds one but it doesn't work properly

steep swift
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what's super confusing is the default unity skybox has some built-in reflection probe... and if you put in a HDRI skybox it will also automatically be set as reflection probe

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I was wondering for the longest time why the default unity skybox is "special" and why custom skyboxes don't work... (I didn't realize you had to bake lighting)

past pewter
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my textures that I got would do

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besides, it's fine the way it is

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I've learned to do it myself

brittle plinth
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How can I add shadows to a shader? Everything I've found either says to use a fallback (which isn't working) or use the shadow caster pass from the Legacy/VertexLit shader, which gives really low-quality shadows

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In case it makes a difference, I'm making a vertex/fragment shader, not a surface shader

steep swift
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@brittle plinth the fallback line does work supposedly

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Can you list what fallback you used

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Another user told me that Fallback "VertexLit" doesn't work but

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Fallback "Legacy Shaders/VertexLit"
Does work

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UsePass seems to break the shader in 2018 if it's

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Referencing a unity builtin shader

brittle plinth
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I found a way to do it. CatLikeCoding apparently has a tutorial on making a shadow caster pass

steep swift
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yeah that's cool, that's the best way if you have enough expertise to modify shaders

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Otherwise, what I hear is having
Fallback "Legacy Shaders/VertexLit"
before the last } in the file, and removing all UsePass lines with builtin unity shaders should work

viral sun
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trying to make an avatar compatible with quest, the shirt is supposed to be pink as seen on the left, but when i switch to any of the vrchat mobile shaders it turns green like on the right
its all been atlas'd into one material, so its weird it only does it to the shirt
anything i can do about this?

steep swift
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You see that in unity?

viral sun
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yes this is in unity, and its like that in game too

steep swift
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Are you using any special texture maps other than albedo?

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Any color set on the maintex?

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Can you try setting the color to white and delete everything except diffuse and albedo from the good version (the pink)

viral sun
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thats how it is with the nonmobile standard shader, where it shows the pink correctly

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then switching to the vrc mobile version, is where it goes green

tired token
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my guess is vertex colors

steep swift
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Do the vrchat mobile shaders not support vertex colors?

tired token
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No, they do support it, which might be the issue

steep swift
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Wait... Standard doesn't support vertex colors?!

tired token
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It doesn't!

viral sun
tired token
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There you go.
In blender you can clear the vertex colours

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It's under where blendshapes are

steep swift
viral sun
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yaaaay, thanks a lot both of you 😄

tired token
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Happy to help, enjoy!

hollow crescent
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what particle shader can I use that converts the black background to transparent while maintaining the gradient on the edges of the lightning texture? or is there an image editing method I can use to convert the black background to transparent?
bucket with 0 alpha doesn't remove the shades of black on the gradient edges of the lightning

steep swift
#

You could try playing with blend modes SrcAlpha One, SrcColor OneMinusSrcColor, or One One, or One OneMinusSrcColor

Or go into an image editor, make it grayscale and copy that into the alpha channel (in gimp you can split channels into layers and then back).

past pewter
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use additive

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(blend one one) and the black will be the alpha

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I mean leave the picture like this but use particle additive shader in unity

past pewter
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hey guys?

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I want to do a fire effect for Grim Foxy from Fnaf VR HW Halloween DLC

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what particle system should I set up?

dull mason
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Is there something I'm doing wrong if the standard transparent shader ends up looking like this?

tired token
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Yeah, you're using it on everything

rich lake
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Yeah transparent materials have to been on their own material. You should split up what should be transparent (probably something like blush) and what isnt (everything else)

dull mason
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ok

wary junco
#

I have some eyebrows under hair and I want them to be drawn on top. how can I do this without making them drawn on top of EVERYTHING in in the world as well?

steep swift
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Most common option: add a stencil in addition to ZTest Always. Caveat: it will be drawn on top of other copies of your avatar. (or anybody who also uses a stencil)

Other option: Use a z adjust of like 0.05 meters or however far apart the hair and eyebrows are. I think I've seen some shaders that do this. I usually edit the shader to do this math

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the z adjust method will only make it draw in front of stuff within that distance, since it pretends to be closer to the camera than it really is

cunning escarp
#

Does anyone know where I could find a copy of, or a guide to make the shader that makes your parts of your avatar only visible in mirrors? I have been looking around online, but I can't find anything.

near flax
#

i think poiyomi has an option for that in his shader

ripe idol
cunning escarp
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Thankyou.

past pewter
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im looking for a simple scrolling shader so i can have scrolling text, anywhere i can get such a thing?

solid grail
#

Just animate the offset

undone halo
#

Does vrchat work with other post processing scripts other than the default stack v2?

midnight dirge
#

Yes. v1. :^)
But AFAIK no.

undone halo
#

Darn, there are some really good post processing effects that work with VR on the asset store. Too bad.

tired token
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Which ones?

past pewter
lethal nacelle
#

@past pewter that just looks like a texture. if its animated a gif or video would be helpful, or some sort of description of how it functions*

past pewter
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I would have to find the avatar again, Don't remember if I saved it or not. will ping later

lethal nacelle
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if i had to guess just by looking at it is either really clever matcap or something similar

near flax
#

it probably is just using that vaporwave image as a matcap

true kernel
#

so im trying to make a helmet, and around the eye area there is supposed to be a black visor with a moving display on it, all i want to to is just have a wide texture with some text travel from left to right in a loop, would there be some kind of shader for that?

#

actually, seems like ive found one.

past pewter
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anyone know of a working TF2 shader?

solid grail
#

how does this get asked every week

lethal nacelle
#

you can just. Use and abuse an existing toon shader. No?

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obv a lot of work was put into tf2 char shading but im pretty sure most of it was silhouettes and lines (aka just really heavy normal and topology editing,) but the actual shadows and lighting are probably not too hard to reproduce with a toon shader that isnt cubed's

glossy mortar
#

someone who knows how to make animated/moving shaders can u dm me pls

austere lagoon
#

how do i attach shaders to my avatars clothes?

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i found a couple shaders that would look good on my eevee girl chan

steep swift
#

If you're interested in taking a shader someone else made, if you import one into your project, it should show up in the shader dropdown in your material

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If you're unsure how to do that, Might be a bit of a question for the #avatars-2-general channel

austere lagoon
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kay thanks

past pewter
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@lethal nacelle tf2 uses a ramp shader

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i downloaded one

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from a mod site

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(bot keeps censoring me for some reason)

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and it made my avatar look like a human disco ball

lethal nacelle
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change the ramp then

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toon shaders also let you change the ramp, and poiyomi lets you make the ramp in the shader itself

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theres a shitload of documentation on how the shading in tf2 was done

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both fanmade and official

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@past pewter also if its from where im thinking theres a good reason why that website is being censored

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but yeah you can either write your own shader or use exisying toon or whatever shaders that support shadow ramps to get the same effect

solid grail
#

cibbis also has a gradient editor in the editor and a channel packer 😉

lethal nacelle
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wait shit what really

#

time to ascend

velvet sorrel
#

Mine also has a ramp editor

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@past pewter Don't download from that mod site, it's full of viruses and stolen contents

carmine crest
#

anybody know of a shader which behaves differently for the left eye than the right eye? I just want to know if its possible so if you've even just seen something lmk

solid grail
#

That sounds nauseating

carmine crest
#

if you make one eye slightly darker and one eye slightly lighter, it supposedly increases contrast

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because you are, in fact, seeing a greater range of color

brittle plinth
#

I don't believe that's possible in VRChat

near flax
#

that's completely possible in vrchat

brittle plinth
#

ShaderLab has no support (afaik) for determining which camera is rendering, so you'd need to use a script that tells the shader which one it is

#

How would you do it?

near flax
#

unity_StereoEyeIndex tells you which eye is being rendered

#

0 if left eye, 1 if right eye

brittle plinth
#

Is there a certain cginc needed for that?

near flax
#

i think just doing "UnityCG.cginc" will end up including it

velvet sorrel
#

That paper is bullshit

near flax
#

i forget which cginc it's actually defined in, but it should get included with that one

brittle plinth
#

Wdym it's bs

solid grail
#

Yeah red it's unitycg

brittle plinth
#

Huh

solid grail
#

That includes a whole bunch of stuff

velvet sorrel
#

Looking at those examples shows obvious flickering

brittle plinth
#

Must not be in the Unity docs then

solid grail
#

BTW there's documentation on stereo rendering already

brittle plinth
#

Or at least the unitycg variables page of the Unity docs

near flax
#

ah, check in UnityShaderVariables.cginc for a bunch of the stereo variables

brittle plinth
#

Oh

#

Does VRChat support custom cginc files?

near flax
#

sure

solid grail
#

Yeah I mean they're just shader code

#

It just gets copypasted whatever

brittle plinth
#

Ok, good

#

I'm trying to make a shader that mimics the Frostbite engine's lighting system, and they use a lot of functions that are cluttering up my main file

solid grail
#

Unitys standard shader uses a lot of stuff from frostbite already

#

"porting frostbite to PBR" is a doc directly referenced in the comments in standards code

#

A lot

brittle plinth
solid grail
#

Ah that's probably it

#

I only know cause of my standard shader edit

brittle plinth
#

It's actually a bit more than just the Frostbite lighting

solid grail
#

I chose to mimic Disneys brdf variant what's referenced in standard for my edit

brittle plinth
#

The shader is meant for assets from Destiny 2, which uses a special texture setup that's really annoying to work with

#

And Destiny 2 uses the same lighting system as Frostbite, so...

solid grail
#

Does that engine have a name or is it just "used to be reach engine: Engine"

brittle plinth
#

Well

#

Officially it's called the Tiger engine

solid grail
#

Wuaw

#

Fancy

brittle plinth
#

But they've changed it so much since the version used in Halo that it really should be considered a completely different engine

solid grail
#

Ah like what they did to source for tf and apex

brittle plinth
#

I don't know the exact details of that, so I can't say for certain, but probably

solid grail
#

Wonder what people are going to do when source2 drops

#

Gmod2 👀

brittle plinth
#

It can't be that hard to replace a game's render engine

solid grail
#

There's some really nice shaders in hl:alyx

#

Very clean looking game

past pewter
#

@velvet sorrel lol people take their "content" too seriously. Just because you managed to rip a MMD model and add a color swapped pallet does NOT make it yours. Why people are overprotective of their dime a dozen anime avatars is beyond me. I cant help but be reminded of the autism that inhabits the sonic OC fandom at deviant art.

velvet sorrel
#

🙄

#

No, it's not "ripped MMD models" that are "colour swapped" that are the issue. Doesn't really matter what you think anyway. It's forbidden and full of garbage.

solid grail
#

Stolen shaders =/= mmd models

velvet sorrel
#

And going all, "anime avatars are a dime a dozen", makes you sound like one of those screeching morons that make bad artwork and then wonder why nobody wants it. If you don't understand it, then don't talk crap about it. Open your mind or shut your mouth.

solid grail
#

I mean it's not like that stuff doesn't exist

#

There are like entire discords that only do really basic swaps and get super defensive about it. But I don't think the moniker of anime Avatar is really covered by just that.

#

After all anime is a very broad style ^^

fresh grove
#

I especially hate elitists that think making an mmd model doesnt take time and effort(especially if youre new and still learning you have all right to be proud of it and try to protect it) just because they have a model nade from scratch.

solid grail
#

The sale of real simple edits made from already made parts is the only thing I kinda wince at.

#

Cause uh.. the original model maker gets nothing

#

Or, in most cases, model makers

fresh grove
#

Thats true. Selling that stuff is kinda ehh

#

At max charge for the work you put inbto it but dont charge for what the original creator did

solid grail
#

Your still selling someone else's assets 😅

#

That they aren't getting anything for and comparatively spent longer on

#

😅

fresh grove
#

Well they dont want anything for them if they are available for free

solid grail
#

Well they don't want you selling it either usually

fresh grove
#

Usually

#

And if they dont than I respect it

#

But if they dont say anything about it I consider it fine

solid grail
#

Yeah there's a reason so many people take down what used to be public downloads. They're sharing their assets for intended use for animations in mmd or similar. It's a really complicated issue and the legality of certain things can be a bit.. Gray?

#

Anyway, not shader talk. Sorry ^^`

past pewter
#

I need some help on a shader that can help out on darth maul since he's got a lot of detail

#

and a lot of textures

past pewter
#

I want a shader that has fur, anyone got any for a sonic the hedgehog?

hollow crescent
#

I'm working on texture emissions and decided to make them have gradient opacity/alpha
do shaders with emission components support emission albedos with gradient opacity/alpha?

fluid hamlet
frank isle
#

Are there any fur shaders that don't murder performance?

steep swift
#

There are some paid options: XSFur is a popular one. There is another really nice fur in development but I'm not sure there's anything public yet

frank isle
#

Mmkay, I have XSFur but I may just have it set improperly. I'll play with the settings a bit. People tell me that when I get too close to them their frames start to drop

steep swift
#

That's a staple of fur shaders. XSFur is actually better than most other fur shaders because it uses AlphaToCoverage and dithering to take advantage of depth testing.

But regardless of which fur you use, you are going to suffer from overdraw. When your face is entirely buried in the fur, you're going to draw overlapping triangles over the whole screen, for each layer of fur. That overdraw, or layers rendered over top of each other, is a staple of fur shaders

frank isle
#

ah ok thanks for the explanation

past pewter
#

There use to be a glitch where cubed shaders did not work on users with a AMD graphics card, the main reason I stopped playing. Anyone know if it has been fixed?

main marlin
#

Cubed will stop getting updates as soon as unity 2018 runs out afaik

viral stratus
#

@past pewter That issue was fixed by an AMD driver update quite a while ago. Also Cubed's shader isn't as ubiquitous as it was back then.

#

There are a lot more options for toon shaders

past pewter
#

@viral stratus Oh awesome

#

Got any names? I'd like to check them out

steep swift
#

silent highly recommend

#

great way tomget your feet wet after cubed

#

@past pewter

past pewter
#

anyone got any ideas on how I can do double sided global illumination?

past pewter
#

any free fur shaders I can use besides the one I have?

granite idol
#

I just importet an Avatar in unity 2018.2.16f1, but it's Pink. from the looks of it, it looks like its missing its textures. anyone know any solution?

past pewter
#

I might be of some assistance, but you'll have to show me

granite idol
past pewter
#

you'll have to add the materials

#

first off

granite idol
#

the materials turns pink

past pewter
#

oh.....nvm then.

#

I don't know how to help you out

steep swift
#

@granite idol wtf are you trying to do with unity 2018.2?? The current release version of VRChat is on 2017.4.28f1

granite idol
#

oh damn ok thanks that explains why it's not working 😄

past pewter
#

Jump Force was made in unity, right?

#

cuz I feel like doing a Deku avatar

#

are there any shaders that support metallic and specular textures?

#

or is there no such thing that should exist?

steep swift
#

Standard has both the default metallic version and a specular setup

past pewter
#

I know that, but I'm asking for both of them to be in one shader

#

how do I do it?

#

wait....nvm

#

I just realized the spec on deku was the blood roughness

unreal tundra
#

hey guys i'm having some issues with poiyomi's toon shader, the custom UI won't show

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

keep getting this error

unreal tundra
#

got it fixed by making a new unity project

past pewter
#

whenever i try to make a unity project, it says it is unable to make a project folder. Anyone got help?

thick galleon
#

how can I import or use .fx file to unity?

steep swift
#

You will have to port them yourself: it's not one to one but most things should be possible. Is it from mmd or something else? What does it do? @thick galleon

glossy mortar
#

does anyone know of a shader with like broken hearts or something

thick galleon
#

@steep swift it is shader from deviantart and yes its from mmd I think.

steep swift
#

you're going to be on your own a bit--it's not super easy to port. if you say what it does, maybe someone will have an idea of an equivalent or might think it's cool enough to take on the porting project

thick galleon
#

so all that I found fx file are useless... 😦

#

where can I find good shaders?

steep swift
#

what do you want your shaders to do

#

there are shaders everywhere you look, many things hosted on places like github. from realistic toon shaders to flat lighting, to effects, to video games that are literally entirely coded in a shader

#

is this for an avatar? effect? particle? something else?

thick galleon
#

for avatar mostly

#

not so specifically I want but growing eye, metallic cloth

#

reflecting something like that

steep swift
#

If you're looking for MMD style lighting, take a look at Synergiance's shaders: https://github.com/synergiance/Synergiance-Shaders-For-Unity

If you're looking for an all around shader that's easy to get into, I'd suggest starting with silent's cel shaded shader: https://gitlab.com/s-ilent/SCSS

steep swift
#

I'd start with silent's. I think it can get all of those effects you are going for and might be easy to get into

thick galleon
#

I don't know where to start. that is the problem...

steep swift
#

do you have an avatar imported into unity? Go download that SCSS shader from the Files page, and import to your project. Then you can go to your materials and set them to use Silent's Cel Shaded Shader. Have you got that far?

thick galleon
#

yea I imported my avatar and applied basic vr chat/mobile/toon lit

steep swift
#

unless you are building for quest, I would not recommend that shader

#

I would import silent's SCSS shader from the link I pasted above

#

it will have a lot more options

#

if you are building for quest but want basic reflections or emission, you should be using Standard Lite.

thick galleon
#

ok.

#

do I must create Atlas for combine all the meterials in avatar? or is ok to have 10~12 meterials.

lethal nacelle
#

@thick galleon it is not ikay to have 10-12 materials

#

for the most part you never need more than 4 but it sounds like youre just getting started, so use material combiner in CAT's blender tools to make a texture atlas and bring your avatar down to one material

brittle plinth
#

Does anyone have a good sample deferred shader?

#

Also, how would I make a shader default to deferred rendering but fallback to forward for transparency and other things the deferred path can't render?

faint fulcrum
brittle plinth
#

VRChat is where this shader is going to get the most use, but I want to have the option for deferred path in case it gets used elsewhere

weak wren
#

Anyone use rero?

#

mine keeps breaking -_-

near flax
#

@solid grail

weak wren
#

inb4, yes I deleted the shader and assets. then restarted unity then reimport the recent unitypackage on retro's github

#

and ty red mage, didn't think about @ing retro

solid grail
#

2017?

weak wren
#

yeah

#

I had no issues with the shader until yesterday

solid grail
#

So weird, another friend of mine is also having this issue..
I'll try importing what's on the gh into a new project myself

weak wren
fringe sand
#

I am curious, is there a shader that can mimic the MMD raycast look for models?

solid grail
#

???

#

Isn't that just meant to mimic regular PBR rendering?

fringe sand
solid grail
#

looks like standard :v)

fringe sand
#

I was thinking that it looked a bit too fancy to be something similar to standard.

velvet sorrel
#

On the contrary, that's what Standard is for

#

Cel shaded lighting is not fancy

#

Physically based rendering is

#

My shader supports fancy PBR too, so try it

past pewter
#

is there any shader with transparency sliders?

steep swift
#

Most shaders let you change the alpha (A) value for diffuse or albedo. Just make sure you are using a transparent shader (or transparent setting for standard)

past pewter
#

bless you

peak heart
#

if you're porting Source Engine content, you'll want to use some specially designed shaders and not merge your materials without double-checking your VMTs

slate vigil
#

hello i trying to learn a shader editor im following the tutorial making the steps but at one point they ask me to create a new shader and i got this error its is not the first time it occured can someone help me ?

steep swift
#

that's caused by poiyomiToonShader as shown in the file names. You may need to reimport poiyomi. maybe ask in their discord

ripe idol
#

fixed ✅

weak wren
#

@solid grail Were you able to figure out what's happening with your shader

solid grail
#

Can't seem to replicate it on my end. You're not the only one with this issue but it's also not everyone having this issue either..

brittle plinth
#

Does it have something to do with the mixed line endings warning?

solid grail
#

Shouldn't?

weak wren
#

I don't remember importing anything else. Don't think something would be interfering/conflicting with the shader to cause it to do that.

brittle plinth
#

What's the code on that line?

#

Actually, and the lines immediately before and after

weak wren
#

Weird if I reimport the shaders on a new scene. everything is fine. Just when I go to a scene for one of my worlds it breaks

#

The scene for my avatars using rero, nothing breaks?? wth

#

Hmm

past pewter
#

anybody got any shaders that can deal with these kinds of textures?

solid grail
#

cibbis shader lets you use the channels in the channel packer

#

you already have it

past pewter
#

thanks rero

#

I'll help you soon, nemelis

past pewter
#

I am gay

#

and I need other help with stuff like this

#

anybody got any ideas for shaders that can benefit this?

#

maybe I should explain it in a different way

#

do you guys have shaders that can support different color channels?

#

like red,green,blue?

#

and alpha?

past pewter
#

I'm going to make this as clear as possible even though some of you may know, I still need this to be an open discussion

#

here's the idea I was trying to go for:
the red channel will have a gradient texture where you can customize the eye options with different colors like pink or white for instance
green will be the same thing, but will have more of a white tone to add realism
blue is the same thing, but it'll be darker. the rest of the ramps will then lead up to the alpha channel which will be the emissive
and each channel can be custom made with ramps showing the intensity of the colors
you can toggle between the textures and what should get the most value
does that make sense?

#

I hope that covers everything

past pewter
#

forget I said any of that now, actually

#

I found out it's easier to do masks of the texture instead

winged shell
#

any know a good shader to put a sprite sheet on a model, im prob just gunna put a plane that renders it under the hat

#

it needs alpha or cutout, preferably alpha

fresh grove
#

poiyomi has a flipbook feature

#

I do have an edit of a basic spritesheet shader too if you want

winged shell
#

i think ill try ur sprite sheet thing first. last time i installed poiyomi on my project i got a bunch of errors because of his extension to organize it

fresh grove
#

well poiyomis has way more options. you do need each frame of the animation as its own texture

#

but lemme get it real quick

winged shell
#

oh, it does not do an actual sprite sheet?

fresh grove
#

pois doesnt

#

the one that I edited does

#

but pois is better

winged shell
#

does urs do cutoff?

#

or alpha

fresh grove
#

yes

winged shell
#

sure does

fresh grove
#

@ripe idol

ripe idol
#

@winged shell just join the official server and follow the drawing.dll 4 steps in the faq channel

#

I'm not home so I can't help directly

winged shell
#

its fine, the shader redotix sent works like the way i wanted it too

#

thanks thou

ripe idol
#

Kk

winged shell
#

@fresh grove is there a proper way of testing the speed without going into vrchat? im in playmode rn

ripe idol
#

Enable animated materials at the top of the viewport

#

Left side @winged shell

winged shell
#

@fresh grove so is there something about ur speed and time i can't figure out? i been setting them at random values but nothing shows in play mode

fresh grove
#

@winged shell gimme a minute

#

I should have told you its a scuffed shader

winged shell
#

ah

fresh grove
#

its been a while since I used it

#

but for one I can tell you that you have to animate it manually

#

so you'll want to animate your Mesh Renderer.Material _AnimationTime to go up at a rate of 1 every 20 seconds to match the original

#

and for animation speed I am not too sure

#

but I think its divided by 3s. so 15fps is 0.05

winged shell
#

i found this one that does it

jagged trellis
#

Anyone having issues with rerostandard breaking in unity :l

#

i get an underclared identifier error "i" in console???

steep swift
#

@jagged trellis what unity version you on?

CAn you verify there aren't two copies of Rero standard in your project? Then delete (backup a unity package if you want) it and import the latest version from https://github.com/RetroGEO/reroStandard/releases - if you still get an error, can you paste the while error include filename and line number please?

past pewter
#

I need some help on how to make dante's hair look realistic

#

anybody got any ideas on how to do this? I've been trying to use this texture for more realistic effects

steep swift
weak wren
#

And i have the recent rero shader package

#

It has something to do with unity apply fog

#

Someone told me a solution but im not good with visual studio so idk wth im doing

#

The undeclared identifier happens to all rerostandard shader files in the unity package

#

But it only happens when i open up a world in my unity that has rero shader in it. Which is weird.

#

Deleteing the files then restarting unity then reimporting it temp fixes it

past pewter
#

Good thing I got both

steep swift
#

@weak wren thanks for pointing out the error. That's clearly a copy and paste error in rero standard line 395 @solid grail

Replace both i. With IN. on that line

#

The reason it doesn't show up for most people is most projects do not have fog turned on for avatars or worlds.

#

But in 2018, fog is forced on by the SDK so avatars will finally properly support fog. But this means some code that wasn't being compiled before is now getting hit, and this is one of them

solid grail
#

Ah my bad then, I'll update that part myself so the updater should take care of it for others when I do.

weak wren
#

Ty

#

So that's why Rero broked when I opened up my worlds. Cause they use fog I geuss

past pewter
#

if anything more really, the shader is probably just second best, try cibbi's

weak wren
#

Link?

past pewter
#

one moment

#

make sure that you update it as well too

#

and go to beta

#

trust me

#

it's worth it

#

it'll have everything you need. I've done everything to make this

#

What do you think?

weak wren
#

This appears with fog enabled

#

disabling fog then reimporting the shader clears it tho

steep swift
#

@weak wren I recommend two: changes after line 346 (in the geom2 function):

  1. replace g2f OUT; with g2f OUT = (g2f)0;

  2. before every line saying tristream.Append , add the following line:
    UNITY_TRANSFER_FOG(OUT, OUT.pos);

BTW I understand now the confusion: The error is caused by using both outline and fog at the same time. I actually like outlines not being affected by fog - it can look neat too... if you want that, the = (g2f)0 bit should be enough to make that happen.

#

@solid grail - I guess this is a related bug with fog support in the outline pass.

solid grail
#

Sounds like I've just got to remove that part

steep swift
#

Well I can see the argument for having outlines affected by fog

#

Even unlit shaders are supposed to apply fog, so to have outlines not could look weird in worlds with dense fog and low clipping worlds, or reveal your position in game worlds. Not sure the right answer

past pewter
#

wasn't raiden from Metal Gear Rising created in unity? or was it unreal engine?

solid grail
#

I need to revise the outline code a fair bit tbh

#

It's built from some experimentation that got a pass as soon as it worked

#

and I didn't do anything to it passed that cause it seemed to work fine

#

Also no @past pewter MGR is in the Platinum Engine just like most of Platinum Game's work

past pewter
#

I see

#

thanks rero

#

he still looks like he came from unity tho

#

that could just be me since his armor looks cool in unity

solid grail
#

Unity doesn't really have a "look" beyond it's physics jank :v)
with shaders it can be made to basically replicate any style.

past pewter
#

true

#

but I'd say it's pretty progressive looking

solid grail
#

The standard look is more or less an amalgamation of rendering techniques from elsewhere like frostbite and disney's renderers with a sprinkle of Unity voodoo math

#

There's a lot of Frostbite

past pewter
#

I'd say we're getting closer to realism like blender 2.8

#

especially with the decals and what not

solid grail
#

There are some very impressive looking Unity games and Unity itself is getting pretty heavy duty with stuff like their stacked lit shader

#

But that's HDRP only.

past pewter
#

true

#

but like I said, it's a pretty progressive breakthrough imo

solid grail
#

Both Unity and Unreal are very impressive in that way

past pewter
#

true

#

especially with Cibbi's shader

#

his is probably the closest by far to the realism test

#

I'm in your server vc if you want to chat rero

solid grail
#

I'm good rn. I've got other stuff to work on

past pewter
#

fair

brittle plinth
#

Which built-in variable has the range of the current point/spot light? _LightPositionRange.a isn't working.

fresh grove
#

why is there no documentation on how to do anything with .cginc files?

brittle plinth
#

Because nothing was documented properly when it was made and they haven't gotten around to documenting the shader stuff yet

fresh grove
#

I am so confused

#

I need to get toon lighting trough a .cginc file

#

and I literally have no idea what to do

solid grail
#

A cginc file is just code that gets included in another script/shader

steep swift
solid grail
#

It doesn't need to be in one but it helps with organization especially if you need to use the same code across multiple shaders

fresh grove
#

it has a very different structure to a shader so nothing I google help

solid grail
#

Not really? It's literally still shader code

fresh grove
#

its a fur shader. so its using the same code for each layer of the fur

steep swift
#

I highly recommend having a copy of builtin_shaders on hand. It can be downloaded on the official unity editor download page, there's a little dropdown with different types of ways to download the editor, and one is just "Builtin shaders" and it's a zip file

fresh grove
#

but this just looks so much different than any shader I edited before

solid grail
#

Looks like a shader to me 🤷‍♀️

fresh grove
#

can you help me than please? I have been trying to do this for months with 0 progress

haughty field
#

do you think the fixed_furshading thing has anything to do with it? i know nothing about shaders but i know you want the shading to be toon-like

steep swift
stiff berry
#

To clear up some of the confusion, A .cginc file is just something that is copy pasted whenever you see #include "FurHelper.cginc" in the shader source code

#

it could just as easily be one single .shader file, but it's easier to manage as two, so they use a cginc

fresh grove
#

all I want to do is make the fur shader have toon lighting. I looked at countless tutorials for beginner toon shader but the structure of every one of them is so different I dont know what to get rid of and what to edit / add

brittle plinth
#

Figured out how to get light range: unity_WorldToLight[0][0]

#

It's actually 1/range, but that's pretty much what I needed, so it works

steep swift
#

you sure about [0][0]? - I mean that's getting the x coordinate of that 4x4 matrix. it might behave differntly if you rotate the light or move it around in world sapce

#

I think the "correct" answer is you'd have to look at what UNITY_LIGHT_ATTENUATION does in AutoLight.cginc - it looks like it's doing mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) to convert the point into light space

#

my guess is the light's "scale" is based on its range, and scale is uniform in all axes, but it sounds like length(unity_WorldToLight._11_21_31) should suffice even if the light is rotated

#

I wonder if point lights actually still store their rotation in unity_WorldToLight

#

but then lights seem to also have an "attenuation texture" which stores the function of how it fades away over distance: tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL

This is actually explained here...might be worth a look @brittle plinth : https://catlikecoding.com/unity/tutorials/rendering/part-15/

brittle plinth
#

That's for deferred path. I'm currently using forward, and [0][0] contains the range. It doesn't change if the light is moved or rotated (why would it?).

lucid spindle
#

anyone happen to know any good methods of preventing color mask aliasing?

steep swift
#

@brittle plinth oops yea that tutorial link is wrong. Go to part 5 and click the header "What does UNITY_LIGHT_ATTENUATION look like?" I think that part of my answer is still the same. I was double checking with the official code in AutoLight.cginc

velvet sorrel
#

Maybe read the mask in a different colour space?

past pewter
#

does anybody have a shader where I can use multiple things at once

#

I'm making bendy from bendy and the ink machine for the last time in 2019 before Bendy and the Dark Revival

#

coming in 2020

brittle plinth
#

Define “things”

past pewter
#

here we go;

  1. I need some material slots for where a texture moves
  2. I'm expecting there to be animations on there as well as glossy reflections
  3. finally, I need an option for some skin
brittle plinth
#

If you need to do this all as one material, you’d probably have better luck building your own shader with Amplify or some other node graph, than trying to find one that already exists.

past pewter
#

understood

#

I'm going to test out shader forge this time

#

the problem is this; how do I open it?

weak wren
#

On the unity toolbar theres window and u should see shaderforge

#

When u click on it

past pewter
#

I checked there, but I didn't see it

#

sadly

spare sequoia
#

need a good water shader i can use for the dome of this helmet needs to be able to be seen through in vrchat so i can see my animated whale

jovial moss
#

Does anyone know why sometimes when I open my menu (specifically the avatar tab), some aspects of my shader break until I join a new instance?

#

It usually effects transparency and depth related effects

steep swift
#

@jovial moss yes that's a known issue. The technical explanation is the menu changes the render queue of all materials on your avatar to the same value, and one that is above 2500 (transparent) so it renders in the wrong order relative to each other and breaks shadows because unity disables receiving shadows if your render queue is higher than 2500 by definition

#

I filed a canny about this. Can't find it right now

#

To workaround, never open your avatar menu unless you desire to change avatars. If you do by mistake, change out and change back

jovial moss
#

ah okay

#

what a shame

#

my avatar ends up becoming washed out and somewhat seethrough, since I am using the depth texture to make an outline

#

guess we just wait then

steep swift
#

Yep depth texture is parr of shadow casting so it breaks when your render queue breaks

jovial moss
#

ye

steep swift
#

The issue is local so it only affects you

jovial moss
#

makes sense

steep swift
#

Oh right I forgot: you can change safety settings to reload all avatars including your own.

jovial moss
#

ah nice, at least there are a couple options

#

well thank you for that info

#

at least I know it isn't my fault

steep swift
#

Yea it's super confusing. Never open your avatar menu. I learned to avoid that button

jovial moss
#

yep gonna have to break that habit lol

heady lintel
#

Looking for the liquid shader like the one used in the pug, where it's affected by gravity.

#

Anyone know where I can find it?

past pewter
#

I need help on getting Chibbi's shader

#

earlier today, his shader wouldn't work correctly because the pbr textures won't show

past pewter
#

anybody got any pbr materials they'd like to share?

#

take as much time as you need guys. I'll be waiting

past pewter
#

nvm

#

I found out that you can make a different project and start over again

solid grail
#

You're completely missing the editor what did you do

#

The editor is where pretty much everything is in cibbis shader

past pewter
#

I've been using one program

#

to make three avatars for myself, and then it started to show up differently

#

it was showing in rows than drop down options

solid grail
#

Did you move files or something

past pewter
#

I don't remember

solid grail
#

Cause yeah you're literally not loading the editor

past pewter
#

but I did move the options in the tabs up and down

solid grail
#

Just reimport the shader unity package

past pewter
#

I did that already before, but I deleted everything to start over

solid grail
#

That's fine

past pewter
solid grail
#

Don't move stuff out from where it gets imported unless told you can when it comes to scripts

past pewter
#

understood

solid grail
#

Yeah that's common practice for reimporting assets is to delete whatever was left over beforehand

#

Just to prevent things not getting overwritten

past pewter
#

which is a good thing to do

#

imo

#

I'd only wish that there was a way for the world to be reflected around the model when it becomes glossy for next year tho

solid grail
#

I mean plenty of people have made realtime reflection shaders

past pewter
#

where can I find those?

steep swift
#

That's way overkill, imho. Just turn metallic up and let the reflection probe do its job. That will reflect the world quite nicely

past pewter
#

thanks for the feedback Lyuma

#

so I should add a reflection probe to my avatar?

#

or to the world?

#

or both?

steep swift
#

Worlds will have reflection probe already baked so you don't need to change anything. You are uploading an avatar right?

past pewter
#

I'm doing Dante, yes

steep swift
#

In the unity default scene it should reflect the amazing looking unity skybox with blue and grey. If you see that, then you did it right

past pewter
#

but what about surrounding the world?

steep swift
#

Hmm?

past pewter
#

remember how things reflect off of the surface during realtime like metal?

steep swift
#

the hair looks reflective to me. Again it's ultimately up to the world they are in how they want their reflection probe / skybox to look

#

Some worlds do support realtime reflection probes. But otherwise not much you can do and still be performant. And yes like rero said screen space reflections are possible.

The few people I know who have implemented such techniques for avatars haven't released them, and they do have a performance cost... so you'd have to spend at least a month learning the math involved and building it yourself if you want it. And screenspace techniques aren't magic: they only show you what you already can see

past pewter
#

thanks for the advice m8

sleek laurel
red fern
#

Is there a link to that rain on glass shader?

sleek laurel
#

just switch it to the standard pbr shader

past pewter
#

I've got just the thing Nemelis

past pewter
#

does anyone have the MilkuToonv2 gif shader maybe? :)

solid grail
#

one of those words is supremely cursed

past pewter
#

what do you mean cursed?

foggy scaffold
#

Anybody know how to make avatars invisible with a gesture

solid grail
#

Turn off the mesh renderers

round inlet
#

anyone in here familliar with a sort of dynamic or procedural clouds shader that i can put over the skies of my world?

round inlet
#

this looks very promising... thank you so much!

past pewter
#

it takes a bit of tweaking to look good and keep the noise iterations around or below 8 or it gets slower but it's flexible to do a lot of different time of day and weather stuff

round inlet
#

quick question- can it's values / a skybox be changed via VRC_trigger?

past pewter
#

you can animate the shader properties and then control the animation with vrc triggers

round inlet
#

hmm... i'll figure something out. i need to make my skybox interchangeable between three different times of day somehow.

past pewter
#

OR make two different materials, day and night, and use setmaterial on a vrc trigger for example sorry not for skyboxes, my mistake

steep swift
#

@round inlet I do want to mention for skybox, one common method is to animate the rotation of a realtime direction light (it's ok if you don't use a directional light. uncheck it and put it in the Sun Source in Lighting settings!

round inlet
#

got that part down- thank you!

steep swift
#

there's a skybox that sets the cubemap based on sun direction in this way in prefabs databases

past pewter
#

this one does that

#

the directional light angle sets the sun position

round inlet
#

can i mix that with these dynamic clouds?

#

nevermind- just looked at it

steep swift
#

do you want a smooth transition or sudden

#

the principle is just a dot product

round inlet
#

sudden. just need to make the skybox interchangeable through toggle.

steep swift
#

dot(float3(0,1,0), normalize(_WorldSpaceLightPos0.xyz + float3(0,0.01,0)))

round inlet
steep swift
#

it's ok here - esp since you will have to edit your shader to include that logic

past pewter
#

it's probably easier to set up 3 animations and put them in a state machine animator

#

than editing shaders

steep swift
#

@past pewter you are talking about using an inverted sphere correct?

past pewter
#

nope, having my shader on the skybox

steep swift
#

I'm unaware of any way to target the unity skybox material with an animator

#

to edit properties or material references

#

aside from directional light or other global properties

past pewter
#

oh that's right, well shucks

steep swift
#

so you have to choose: inverted sphere and animators (very easy to set up and flexible, but possible z buffer issues); or add an if statement to the shader

#

if you send me the shader you are using, I could mod it pretty easily for you...

#

but I'd consider the inverted sphere first maybe

#

so you have better control

narrow sleet
#

Anyone have any heart shaders?

steep swift
#

heart...particles? eyes? clothes?

#

raymarched 3d hearts?

narrow sleet
#

Just a heart shader yhat moves.

steep swift
#

like for a texture?

narrow sleet
#

Mhm! I wanna put it onto my nails.

#

And just have it slowly move, a cute one please.

lethal rock
#

@steep swift render texture could be brought in, when we get udon on live you can target materials with it which are outside the scene hierarchy

fiery field
#

So I use poiyomi as a shader but people see thru the model if the shader is block. is there a setting I can change to at least look opaque or nothing can really be done

ripe idol
#

switch to standard shader and make it not transparent then switch back to poiyomi

#

In patch 5.0 it doesn't fallback to standard anymore

#

soon.jpg

fiery field
#

but if I use a preset can it mess up thing ?

spare sequoia
#

i asked a couple days ago but again

#

does anyone know of any good water shaders that can be used for avatars and look good. i have found some but they do not work properly in game as they are made for game developement and or maps. and need features that are not available on an avatar

#

thats with lighting off

past pewter
#

is there a texture packer I can use?

past pewter
#

eh, forget it

spare sequoia
#

hey guys does anyone know what that blurry underwater fog shader people are using in there worlds is called?

steep swift
#

that might be a depth of field effect included in PostProcessing v2

#

you can use a PostProcessingVolume to enable a post processing profile only while inside some volume (e.g. underwater)

buoyant cargo
#

Do we have a community-made PBR shader that "fakes" approximate specularity from directional lightmaps?

#

Unity had baked directional specular pre-5.6 but deprecated it + were like "just use realtime lights and reflections for specularity" laughs in forward rendering

velvet sorrel
#

To be fair, in most cases a reflection probe is sufficient

#

Like, you shouldn't have invisible light sources

buoyant cargo
#

Yeah, all the static lights combined per LM texel seemed to make it very approximate + I'm sure there's more at play than I have any expertise in too. It looks really off on surfaces that have higher smoothness values, but there's definitely some visual wins on other surfaces.

#

here's an example, you get added detail / high frequency information out of the specularity on the buildings but the windows end up looking like that 😔

frank pollen
#

hi guys, i'm making a world and i'm gonna block some areas with colliders, i want to do something like fighting games usually do, when you get closer to the invisible wall, the texture appears, i already have the textures and meshes i want to use, but i have no idea about what shader should i use to make it only appear when you get closer to it. pd: the texture is alpha transparent

light urchin
#

Feel free to try poiyomi toon it has a option to do that

fiery field
#

@ripe idol i use opaque and standard is opaque and we still see transparent.

lucid spindle
#

@buoyant cargo you could try the brute force method of baking with emissive spheres only visible to reflection probes, though unfortunately you'd have to do a bit of mesh separation thanks to the way the probes work in forward

#

also as far as I'm aware, Bakery still has a baked directional specular system that works fairly well from what I've seen

past pewter
#

@spare sequoia the water shader you are using needs the depth buffer to be enabled to do the depth coloring ... the depth buffer in vrchat enables when there is a light using shadows

#

a dummy light like this is also handy if you are making a world without realtime lighting and want to use shaders like the water that need the depth buffer too be enabled in vrchat

#

another thing about the hack is that people might have lights and particles turned off for your user rank, so you see the depth effect but others might not because they block your lights

jovial moss
#

I may have asked this a long time ago but if I did I have forgotten, how would I detect whether or not someone is in vr within a shader? The effect I am doing behaves a lot differently in vr so I need to switch between versions.

steep swift
#

can you maybe describe what is different or wrong about your effect in VR? that might be a sign of a different problem.

It is rarely the case that detecting VR is the correct way to fix a shader issue

jovial moss
#

I am using the depth texture to make an outline, using different offsets, but the outline becomes much thicker in vr

#

I need to make it so that it is equal thickness in both vr and desktop

#

not really sure why it happens, though

#

it's just screen uv offsets

past pewter
#
    // USING_STEREO_MATRICES
    #if UNITY_SINGLE_PASS_STEREO
        return true;
    #else
        return false;
    #endif
}```
steep swift
#

Though...That sounds like an issue of screen resolution/pixel density as much as a vr thing

#

Also make sure you access the depth texture correctly in VR

#

If you followed examples you should be fine, like using the correct screenPos computation that accounts for the fact that each eye is placed side by side in the depth texture

jovial moss
#

hmm I am using amplify, so I would be using that code in a custom expression node if I need to, maybe there is another node I need to be using in conjunction with the Grab Screen Position node

#

that sounds like it could be the issue though

#

though, the effect still works as intended

#

it's just much thicker for some reason

past pewter
#
i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w);
#endif ```
#

not sure how to do that in amplify but that's how the unity helper works

#

adjusting uv coordinates for you

jovial moss
#

thanks, I'll see what I can do

buoyant cargo
#

@lucid spindle late response, but that's an absolute mad lad brute force idea + i love it, hahaha. I'm using Bakery's solution rn + it works decently well!

#

How keyword dependent is the Bakery shader though? It seemed to be using many, but I'm not sure if they still count toward the limit even if they're not active.

lucid spindle
#

i wouldn't know for sure, i have an amd gpu so i cant really use bakery. though i think so long as the unused keywords aren't added to the material you should be good.

sweet root
sonic shore
#

Anyone know a shader to have a clone of me repeating my movement in vr

rain notch
#

...

past pewter
#

can anyone describe this?

#

what's a curve texture? and what setting should I use in the toony cibbi shader?

lucid spindle
#

it's a texture used in cases where a shader (or texturing program) needs to know the "curvature" of a given mesh, hence the name. an example would be for dynamic edge wear or cavity dirt

past pewter
#

ah, so it's a detail where it shows where the curve should be?

#

like a cavity?

lucid spindle
#

edge and cavity. 0 being cavity, 1 being an edge and 0.5 being flat

past pewter
#

I see

#

so who's got a shader that can support that?

past pewter
#

I suppose the thickness is the detail mask as well, am I right?

#

cuz the last time I checked, it should be imo.

#

or not so much?

brittle plinth
#

Isn’t that basically a bump map?

past pewter
#

that I'm not too sure about

#

probably a secondary bump map or something?

#

maybe this might show a bit more

brittle plinth
#

Wait, which texture are you working with right now?

past pewter
#

I'm working with the thickness texture with the curve texture, see which ones look more realistic and all

brittle plinth
#

Thickness is used for subsurface scattering

#

According to google

past pewter
#

I'm aware

brittle plinth
#

I’m guessing the curve map is either used alongside it somehow, or is acting as a bump map

#

Or it could actually just be a bump map

past pewter
#

true

past pewter
#

I still think there should be a shader that can support curved shaders

sonic shore
#

what shader supports having a mirrored you beside you that repeat your movement

past pewter
#

what do you mean by that?

solid grail
#

Vertex cloning

#

Pretty sure mochies has that

steep swift
#

@sonic shore fairly easy to add to any shader: make an empty game object where you want it mirrored. Set that object in the root bone slot of your SkinnedMeshRenderer. Duplicate your shader and edit the vertex function to do v.vertex.z = -v.vertex.z; at the beginning. Change or add a cull line Cull Front instead of Cull Back. Now either add this as a new Pass in the original shader or add another material slot in the mesh renderer with a duplicate material that has the mirrored shader selected

languid elm
#

so i make props for film and i use PBR texture sets (normal map, metalness, roughness, etc)
and im working on making my first VR character, but i dont know what textures are supported in VRchat (and any other games like beatsaber)
If it helps i do my texturing in Substance Painter

brittle plinth
#

VRChat supports any texture, as long as you have a shader that accepts it

languid elm
#

oh nice, ive never used Unity before but i was sorta familiar with what it accepts

#

i didnt know if it was any different for VRchat, also im guessing i should not have TOO many textures

brittle plinth
#

Correct. But it takes a lot of textures to cause issues.

#

As long as you don't go crazy and add dozens of textures to your avatar, you'll be fine

uneven loom
#

but it's probably Overkill if using like 10 textures for a character

brittle plinth
#

It's overkill to even need that many

uneven loom
#

yeah you're not going to stick your nose nearly as close as you can in a movie

languid elm
#

im working on a house right now for a short film that uses 45 textures vrcSad (mayber closer to 60-80)

uneven loom
#

@languid elm out of curiosity what are using to paint your PBR textures

brittle plinth
#

How many of them are greyscale?

languid elm
#

Substance Painter and Substance Designer

uneven loom
#

and I take it that's because it's uniquely unwrapped at high resolution

brittle plinth
#

Greyscale textures can be channel packed. 4 textures > 1 image file, one texture in each channel.

languid elm
#

all the opacity, metalness, and roughness maps should be greyscale and yeah
the house is psread apart to 24 different UDIM textures

#

oh nice

uneven loom
#

yeah you would probably not one of uniquely unwrap a house in vrchat

#

a lot more tiling Textures in video game land

#

if you're dealing with big objects

#

if you're dealing with a chair all you really need to do is make sure everything fits in one UDIM

languid elm
#

im just working with 2-3 textures for my character vrcLaughing

uneven loom
#

then you should be relatively okay then

languid elm
#

nice to see that it supports any textures tho, i can get a bit more creative

uneven loom
#

substance painter has a default profile for Unity for export that will work straight for vrchat

languid elm
#

ive used that profile once for a Gamejam that i did artwork for, thats about all the experience i have, i didnt even touch unity for that i just shipped the textures it to the programmers

uneven loom
#

so what kind of stuff would you like to make in vrchat

brittle plinth
#

Apparently, it's possible to pack seven textures into a single image

languid elm
#

oh dang

uneven loom
#

yep it's just not done by default as it's not the most user-friendly

#

actually that's done all the time as roughness Maps and metallic maps are combined together in unity

languid elm
#

right now im making a character for VR in general, and im UVing them right now and i wanted to know the textures that it supports before i start that process

#

i dont actually use VRChat too often but i wanted a character so might as well

uneven loom
#

if you're painting in substance painter you don't really need to think about it other than setting it to the Unity presets for export

brittle plinth
#

For Destiny 2, Bungie managed to pack AO, glossiness, transparency, emission, metalness, a color mask, and a wear mask all into one image

uneven loom
#

honestly the more relevant question would be do you have a reasonable polygon count

languid elm
#

its gonna be under 20k for sure

uneven loom
#

then you're good sweetie

#

see if you can make a second version that's under 7.5k for the quest

languid elm
#

ive also never handpainted textures in a long long time (ive always made that realistic gritty looking material)
so this is gonna be a challenge for me because im trying to sorta emulate those textures you see in WOW or similar games

uneven loom
#

hope that goes well and this might be a handy article to read as far as how to handle Textures in video games compare to movies

languid elm
#

most of the stuff i make is relatively small (1-2 textures) and in school the first thing they taught us was how to make game assets so im pretty familar, but thank you for the resources!

uneven loom
#

a very useful Wiki for grabbing tutorials on 3D modeling and particularly game modeling

languid elm
#

Polycount is a nice location

uneven loom
#

yup

#

figured the Texel density tutorial might be handy so that you're setting your textures the right sizes so you're not trying to paint in details you would only see in a movie but not in a game

#

and if you were trying to get around to making a house for vrchat there's some good stuff on the polycount wiki that would cover how you build a house in a video game

#

@languid elm good luck in the world of real-time video game rendering

languid elm
#

thanks!, i think the hard part for me is just going to be all the handpainting ill have to do because of what i have in mind

uneven loom
languid elm
#

anyways thanks for all the help, ill be sure to put some photos of the finished character when im done

uneven loom
#

mind if I p.m. so that I remember to keep an eye out so I see the finished models

languid elm
#

i dont mind

tame eagle
#

Any way to make it so my whole model isn't full bright when using Poiyomi? Not looking to feel like a spectral being. lol

fluid hamlet
#

set the color darker (lower emission) @tame eagle

tame eagle
#

I'll try that, thank you!

tame eagle
#

Looks better that I'm not as vivid but I'm still glow in the dark. Like, I would like to be able to go into a dark place and not be seen but that is not the case even with the colors set to darker. I'm sure their is a way but I'm really not sure how.

fluid hamlet
#

@tame eagle in the light and shadows part you can do some changes on how light affects you... maybe mess around in there if you do not want to use a different shader

lethal nacelle
#

oh

#

my gosh

#

@tame eagle go into poiyomi, make sure all emission settings are unchecked, set to black, strength 0, make sure lighting is enabled

light urchin
#

Feel free to join poiyomis server as well from community servers for more specific help

#

Most times problems like that is that the lighting is disabled make sure you have it ticked on

tame eagle
#

I'll check that out, I'm new to shaders in general. The amount of options was quite overwhelming.

light urchin
#

There's a simple version releasing soonish for people who want to try poiyomis shaders but feel like the options are overwhelming

tame eagle
#

That would be cool, but I got it now. It was as simple as what @lethal nacelle said, I just enabled lighting. Thanks for the help. 👍 🙂

elder mason
#

hello

grizzled salmon
#

This is a pretty simple question which still confuses me, but it seems that for the upcoming Unity version that we'll use for VRC (2018.4.13f1) CubedParadox's Toon Shaders are no longer recommended (mostly because the dev ended support for it). However, I was wondering if Silent's variation of those Toon Shaders were fine?

#

I don't want to end up asking Silent themselves lol

lethal nacelle
#

trying to use cubed's unity shaders in 2020

#

no idea

#

is this an updated version of cubed's being pushed by Silent or just a branch that they made a long time ago?

brittle plinth
#

Just update them yourself if needed

lethal nacelle
#

"if needed"

brittle plinth
#

Well, they're not recommended because support for them ended, right?

lethal nacelle
#

im sorry for being a little bit unhelpful but cubed's unity shaders has been abandoned since 2018, and with stuff like poiyomi's simple shader and literally every other toon shader that exists right now offering the exact same functionality (allow me to shill Cibbi's Toony Standard shader for a moment) you really should be using an updated shader @grizzled salmon

#

hell, Silent has their own toon shader that is also really good

#

@brittle plinth mhm, this has been news since....2018 >u>

brittle plinth
#

I don't really follow... any news, actually

lethal nacelle
#

there was a time where cubed's shader was basically the only relevant toon shader

#

for like

#

three seconds

grizzled salmon
lethal nacelle
#

okay okay

#

yesss

grizzled salmon
#

This is an almost totally rewritten version of Cubed's Flat Lit Toon shader

brittle plinth
#

Shading Shader

grizzled salmon
#

¯_(ツ)_/¯

lethal nacelle
#

sounds good to me

grizzled salmon
#

xD

#

Yeah I'm running v1.3

#

so I guess I'm fine

#

ok, updated to v1.5

velvet sorrel
#

I don't mind being asked things, as long as the person asking is prepared to wait for me to see it

past pewter
#

I need a shader that can support both of these textures

#

can anyone please help?