#shaders

2 messages ยท Page 14 of 1

autumn egret
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what or how use

fluid hamlet
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you can try it as an emission texture

autumn egret
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would that be a thing on reros standard

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ey

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i found it

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thanks

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anyway to make the emission glow?

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i need a shader, thats like stardard shader, that lets me do emission that glows

brittle plinth
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Do you mean treating the emission as a light source?

autumn egret
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ye

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glow in the dark type stuff

brittle plinth
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Iโ€™m not sure that can be done. You can make it light up in the dark, but it wonโ€™t affect other objects.

viral bay
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Does someone know why my Transparency/toon shader do this to my model? I tried to fix it multiple times on the mesh itself in blender by combining/separating materials, first blush. then i fixed it, but it messed up the hairline etc.

steep swift
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@past pewter you're not using a proper shader for this.

Most toon shaders, as well as standard, will support texture offsets... but this shader evidently doesn't go through TRANSFORM_TEX

Since your shader evidently ignores it, you have to edit the shader, and find where it does
tex2D(_MainTex, something) and change it to tex2D(_MainTex, TRANSFORM_TEX(something, _MainTex))
You can also do math directly at that point, as in: something + _Time.y * float2(0.75, 0.25) to make a time-based scroll

May also need to add uniform float4 _MainTex_ST; next to the sampler2D _MainTex line

autumn egret
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@steep swift hey about that thing about the texture scroll, anyway to make it only one material

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cause its doing the whole thing

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i just want the hair to scroll

steep swift
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sometimes there can be advantages to using multiple materials. You're allowed up to 4 materials to still be excellent. so I might suggest to consider a different shader

Do note, when animating a property like _MainTex_ST, it will actually affect all materials on the mesh.

autumn egret
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i dont understand

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i tried using a diff shader on it

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im usin poyomis

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@steep swift

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oh wait

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hold on

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i might have gotten it workin

ripe spoke
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Hey I'm trying to use stencils on Arktoon shader to make the thing where people are passing through dimentions

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Could anyone help?

past pewter
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Don't suppose anyone has compiled a list of VRChat-specific shaders anywhere? There were a few that I was looking at before, only... Yeah forgot to back my notes up when reinstalling windows ๐Ÿ™„

prime cape
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i got a question about the fallback system on the amplify shader editor

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because for anyone who has shaders turned of my avatar is apearantly green for them

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how can i atleast load the default textures on my avatar when other has shaders turned off

light urchin
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@prime cape if you have your main texture named something else than what shaders usually use, it fallsback to using the color of your ingame trust rank. Change your maintexture parameter to be named "_MainTex"

prime cape
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aha thanks

steep swift
past pewter
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does anyone think about doing fan-made tf2 models? cuz I've got one from a workshop right here

past pewter
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if anybody has any shaders for the use of any VRChat avatar, please send them. I need as many as possible since I want them to look accurate in the sense of morality

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just any would do

past pewter
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@steep swift Thanks! It was on there!

noble monolith
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Anyone on here know where I can get a optimised standard shader(unitys) that also acts like a splatmap that isnt a tool from the store?
I am looking for a splatmap standard shader that allows atleast 4-8 texture slots with normal maps for each (something like the unity terrains).

(This is for a MESH I modeled as terrain not the unity terrain)

To have Tile and offsets like what the standard shaders have.

To have the ability to use a control texture for the splat map to control the opacity of the textures / normals applied. (Stacking each layer to have grass and dirt show where ever the control allows em to while being tiled textures / normals)

To be just like the standard shader from unity standard.(doesn't have to have the specular or roughness versions) and to be future proofed for newer versions of unity.

If anyone can please help point out where I can locate this I will greatly appreciate it alot thanks.

fluid hamlet
noble monolith
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ty i try

noble monolith
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not sure how to use that shader its not letting me use my textures with a mask on a mesh

robust rivet
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anyone can recommend me a good material shader for vrchat character? o-o

velvet sorrel
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Try my shader!

robust rivet
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Silent Cel Shading Shader?

velvet sorrel
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Yep!

robust rivet
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Alright thank you ๐Ÿ˜„

robust rivet
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@velvet sorrel Btw how do i import your shader into the unity? o-o

velvet sorrel
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Simply dump the contents of the Assets folder in to your Assets folder in Unity

robust rivet
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the "Silent's Cel Shading Shader" folder into unity's asset folder?

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or just the whole "SCSS-master" folder into the unity's asset folder? XD

tired token
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First one.

robust rivet
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alright done ๐Ÿ‘

open latch
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Try cutout rendering mode? (I haven't used silent's)

robust rivet
open latch
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For the other part

robust rivet
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meaning? o-o

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you mean do the same to other part?

robust rivet
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Okay nvm i found the solution ๐Ÿ‘

velvet sorrel
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Oh yeah, feel free to @ me if you have any problems, I'll respond when I can

robust rivet
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Alright ๐Ÿ‘

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Anyone know what kind of shader makes the avatar's hair glow in the dark? o-o and also the tattoo too xD

fluid hamlet
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poiyomi's toon shader ..with emission textures

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or any othef with emission texture support

robust rivet
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alright thanks ๐Ÿ‘

past pewter
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anybody got MMD PBR material shaders?

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I'm trying to do one for sonic the hedgehog, but I'm not sure what to make out of it

past pewter
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I'm looking for a raycast shader for sonic

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@velvet sorrel do you have any shaders that are Raycast that can support VRChat?

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I've been trying to find one since the sonic movie is today

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also, happy valentines day guys

past pewter
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are there any lightwarping shaders?

autumn egret
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i need a shader that is like the halo invisibility

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not fully invisible so you can still see but its like

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wobbly

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Halopedia

Active camouflage (often shortened to active camo or av-cam) is a form of technological camouflage designed to conceal an object from visual detection by rapidly adapting to its surroundings. Both the UNSC and the Covenant use various forms of active camouflage technology, tho...

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i found it

cobalt drift
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Anyone know how to get the latest version of xfur to work?

past pewter
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so basically, I think the shader you have is broken

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what should I do?

steep swift
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@past pewter open Console window and look for errors. If no errors, Open Project window, do gear menu on material and select shader. Click the shader and see if a box shows up in inspector with errors. Try right clicking the shader and select reimport. Look again in the inspector for a box with errors

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Hard to diagnost shader compile errors without seeing the errors

past pewter
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thanks

velvet sorrel
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Yeah, I have no idea what you did wrong there

fluid hamlet
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I see it happen on a couple of shaders that are imported into subfolders (assets/shaders/creator/.shader (breaks), but (assets/.shader (does not break)

knotty berry
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How tf i install MinionsArt's liquid shader? I have tried everything but nothing works ๐Ÿ˜ฆ

fluid hamlet
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what is the file extension? @knotty berry

knotty berry
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its just .txt tried making new shader and copying the code in

fluid hamlet
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name it .shader

knotty berry
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tried, shows up as txt fine in unity.

fluid hamlet
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unity will not recognize it as a shader otherwise

knotty berry
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Thanks! That fixed the file issue. But it seems like it didn't change anything.

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I mean, the material has shader specific options, so the shader maybe works now, but i'm somehow using it wrong. I have made cylinder inside a mug, put a material on there with the liquid shader. It's just a brown block there and does not do liquidy things.

knotty berry
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yes

fluid hamlet
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that one needs a script to work

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both are in that post

knotty berry
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i have the script in my asset folder

fluid hamlet
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itโ€™s extension is .cs?

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from what i get that what needs to be liquid needs both the shader and the script on it

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will try it when i am home

knotty berry
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Unity does not let me add the script there. Gives an error

stuck cliff
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@knotty berry if you plan to use it with vrchat then you can't, custom scripts was not allowed, and that shader will not work properly without that script

fluid hamlet
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yea...it is not a drag n drop shader

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you can use the shader but not the wobble

knotty berry
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@knotty berry if you plan to use it with vrchat then you can't, custom scripts was not allowed, and that shader will not work properly without that script
@stuck cliff It was in the vrchat prefabs.. o.O Weird. Well guess i have just empty cups for now.

stuck cliff
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@knotty berry actually, i just saw that the script controls various shader parameters and performs some calculations, maybe this can be re-done with Animations or at least you can make it to work correctly with udon on beta if don't plan to use it with avatars but with worlds

misty field
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Is there such a thing as a toon/cel fur shader

velvet sorrel
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There's XSFur

solemn bolt
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Hey there lovely people, anyone have a shader they would recommend for a woolen jumper?

fluid hamlet
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Add a wool pbr matcap maybe?

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or xsfur at a really low fur lenght

sharp pike
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I feel like reducing the strength of your normal map may look better. I think turning on rim lighting in your shader is also a good call to simulate light passing through the fuzzy outline you would get. My jumper's supposed to be fleece rather than wool, but I like how it came out. Left is the normal map at full strength, right is the normal map at 0.1 strength

solemn bolt
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i will try the fur short length and im currently using the standard shader which doesnt have a rim lighting setting im pretty shure ๐Ÿ˜ฆ

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the fleece looks really good btw!

sharp pike
torpid river
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would second using xiexe's XSToon for this. The light ramps do well to imply the wool texture from the normal map.

hollow zealot
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having some issues trying to pull up textures on unity. one suggestion i found was to extract textures on the fbx file im working with but its greyed out for me

velvet sorrel
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Extract Materials

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But actually, delete that avatar and optimise it first

hollow zealot
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optimize? sorry i'm still pretty new with unity ๐Ÿ˜ฌ

crystal solar
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Merge the materials in blender to make it run faster in game.

velvet sorrel
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Have as few materials as possible

hollow zealot
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ah alrighty, got the materials down by quite a bit lol

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@velvet sorrel also its asking to select from folder, do i extract the materials from the textures in the original mmd file?

velvet sorrel
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The materials are actually extracted from the FBX file

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You can put them where you like

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Then you'll have to put the textures into them

hollow zealot
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ah gotcha, i'll try it now

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getting some kind of error when i try extracting it from the file

velvet sorrel
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If you extract it outside of the project folder it'll cause problems

hollow zealot
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you won't mind if i dm you anything?

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gotta call it a night from working on this

velvet sorrel
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I don't mind, but should read the manual before asking questions

past pewter
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Hey Cibbi, I'm not sure if I'm supposed to say this, but I feel like the eyes of darth maul should have an emission

fluid hamlet
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make a copy of the texture with the eyes and remove all but the eyes (do not crop), use the new eye texture as an emission texture (depending on the shader it can be under detail textures or special effects (poiyomi toon shader)

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this way it will not affect the rest of the area

past pewter
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understood

past pewter
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hey Cibbi, should I invert the thickness texture on the model for it to properly work?

lethal nacelle
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try it and find out

past pewter
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understood

past pewter
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I've tried it once, btw

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but it was kinda difficult to perform

vivid lagoon
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alright so cubed toon shaders

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it works in unity but when i enter game its not there.

lethal nacelle
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whats not there?

vivid lagoon
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the shader.

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goes completely missing

lethal nacelle
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define completely missing

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does your avatar appear black or transparent in game?

vivid lagoon
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no

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looks like that

lethal nacelle
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ah, outline

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well

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i dont know specifically why it would disappear since i haven't worked with cubed's unity shaders since a year ago

vivid lagoon
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srry i phrased it wrong

lethal nacelle
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but what i can tell you is that i dropped it a year ago because its creator abandoned it two years ago

vivid lagoon
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ive heard yeah.

lethal nacelle
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so it could be that it's dying inside

vivid lagoon
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but regardless shouldnt it still work?

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could be

lethal nacelle
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no

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im surprised that it's been working this long

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it was supposed to break in 2018 but so was everything else

vivid lagoon
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ohhh.

lethal nacelle
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i'd reccommend trying out silent's toon shader, poiyomi toon, or cibbi toony standard

vivid lagoon
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oh thanks! what would you say is the most similar?

lethal nacelle
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silent and poi have "simple" shaders built-in that are as stripped down and similar to cubed's

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cibbi is just as simple to use as cubed's, i've always thought of it as an updated and a bit more flexible version of cubed's shader

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they should all have outline options

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since they are toon shaders

vivid lagoon
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thank you so much!

lethal nacelle
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so you can mess around with those

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np~

vivid lagoon
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alright so silent is good but

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i still want that "cartoony" look rather than the realistic shading

lethal nacelle
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out of the 3 i reccommended i actually havent had the time to look at silent yet ^ ^`

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if i had to guess

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look for any options that say toon lit

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if it still looks realistic

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change the shader ramp

vivid lagoon
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poiyomi is actually nice!

lethal nacelle
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and turn off any reflections

vivid lagoon
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i think the only thing thats making me love cubed the most

lethal nacelle
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m?

vivid lagoon
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the sharpness. especially around the nose !!

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i love that sharp shadow

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looks like it was drawn on

lethal nacelle
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ah

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i see

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i never touch outlines anymore so i wouldnt know

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ive replced all of that jazz with rim lighting

vivid lagoon
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rim lighting? : o

lethal nacelle
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basically edge reflections

vivid lagoon
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oh it looks nice!

lethal nacelle
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mhm

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this is on poiyomi with environmental rim

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so I don't even have to play color hickey with my masks

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it just works โœ…

vivid lagoon
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thats awesome actually!

lethal nacelle
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i dont knkw

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if this works at all

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But if silent or cibbi (i know poi already supports) has outline masking

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Actually no

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Well

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hmph

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even if it were possible it would be convoluted af

vivid lagoon
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hmm

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eh close enough i guess?

humble hedge
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how do i make a texture glow a little bit?

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or at least make it bright ?

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the city skyline texture looks a little bit dull

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anybody?

tired token
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open your favourite image editing program and brighten it up

velvet sorrel
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@lethal nacelle Mine supports it through vertex colours, which is more optimised

lethal nacelle
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0u0

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god i cant waitbuntil im done finishing my first ever scratch-made base and avatar in blender

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I have not touched unity in so long

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Im going to stuff it with every fucking shader

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When my base is done

velvet sorrel
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I'm going to update the manual to add a link to a Blender addon that will convert outline mask textures to vertex colours soon

lethal nacelle
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Ive been meaning to do light testing and performance testing for all shaders for

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A long time now

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aaa

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Swait

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If uou use vertex color

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But go over it with PC shaders + tex

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Youll obv have tex but the vertex data stays?

velvet sorrel
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Shaders can do whatever they like with the vertex colours

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On mobile you can't change the shader, of course, and the default will multiply it over the colour

lethal nacelle
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im ready.

velvet sorrel
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In my shader you can currently use vertex colours to set the outline width and change the ramp

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So you can have some areas be smoother than others, just by using a specially made ramp that goes from hard to soft

tired token
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you should probably have a different fbx for mobile anyway, so conflicting shaders shouldn't be too worried about

velvet sorrel
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Also, @vivid lagoon In my shader, there's a setting at the bottom for "lightramp mode"; if you set that to none you'll get sharp edges like Cubed's

past pewter
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http://prntscr.com/r52vcv so this hair is actually long in the back but for some reason becomes invisible on the inside? it is visible when you look from behind. I tried adding pyomi texturing to it as well and it doesnt seem to catch it

Lightshot

Captured with Lightshot

steep swift
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@past pewter Sounds like the polygons are one sided. Is this using hair cards? It's a bit strange. One way is find all the parts of hair you want visible and duplicate then flip normals
Another option is set culling to off in your shader of choice. I'd suggest making hair a separate material and just doing it on that material

solemn bolt
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I cant believe i have to ask this, and i know im going to kick myself when told the answer....

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How come when i import xiexes' unity shaders packing into my unity assets, all of the shaders show solid pink no matter what i do?

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I have other custom shaders that work, and all of xiexes' shaders appear pink

steep swift
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@solemn bolt first step is check the Console window for any red errors

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are you on PC? imported vrchat sdk? correct unity version (2017.4.28f1)?

solemn bolt
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sorry had to go for a mo, this is what I found. Im assuming everyhting is correct as I have other custom shaders and many other avatars that work fine

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but I do get this pink issue on a few of the shaders I import

steep swift
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What unity version are you using? Can you double check? Is VRCSDK imported?

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Showing the title bar of your unity window would answer all my questions

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E.g. "Unity 2017.... Personal - PC Mac & Linux Standalone"

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VRCSDK configures some project settings so it's good to check that too

solemn bolt
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and there are all sorts of errors associated with the shader in the console

steep swift
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Ah you're on mac. I hate to say this but Apple has fucked over mac developers. I'm not saying this in a bad way because I do most of my vrc dev on mac

solemn bolt
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ahhh shit, really isnt compatible with mac....

steep swift
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But just be aware: OpenGL 4.1 is extremely outdated but apple stopped supporting OpenGL and ditched us

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I recommend working with Metal

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It can be enabled in unity settings and switched in Edit-> Project Settings -> Player. Uncheck auto graphics api mac and drag them back and forth on the list so metal is on top

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Sometimes you have to do it twice if it had metal on top first

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HOWEVER because Apple loves their devs so much, they refuse to implement geometry shaders in metal. So if you want geometry shaders, you have to use the outdated OpenGL 4.1 backend

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Geometry shaders are used by many toon shaders for outlines

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XSToon should have non outline variants, so you can disable outlines and switch to metal and things should work

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Also make sure you installed Windows / PC support in your project when installing unity

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I use metal like I say but it is kind of tiring switching backends So much. And many shaders use advanced features but also need geometry. I literally cannot use any such shaders on mac D-;

solemn bolt
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so these shaders will still show up s pink in vrchat, even though its just the mac that cant see/load them

steep swift
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Kinda. Unity is a strange beast. In theory it would build it for windows DX11 and upload that

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But I believe it doesn't always work that way

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I don't think I've ever had something pink on mac work when uploaded

solemn bolt
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damn this is painful

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lol

steep swift
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Indeed

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You do have a PC you use to play vrchat with right?

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Why not work on there

solemn bolt
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yeah, ill have to do some of these things on the PC, its just so much easier to work on a macbook out and about

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I might just try and find a different shader :/

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Thanks for the help Lyuma, it is su much better to know what the issue is rather than keep stressin that ive made some mistake on unity!

steep swift
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Well... not 100% sure it's not the latter... if you switch to metal and avoid shaders with outlines, it should work @solemn bolt

median gate
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So I want to make a speech bubble near my avatar. So would require a particle effect vertical billboard that's always facing. but the issue is that the tale of the Speech bubble, depending on your orientation around the person With it on would look like the Tails coming from the wrong direction sometimes. So it's almost like I Would need a Shader that says to mirror The image if it's on a certain side of My avatar with respect to the spectators line of sight

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Is that even a thing i could do?

frank isle
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@median gate if you dont mind the bubble being off center you could probably make the end of the tail at the middle of the particle texture so half of the texture is bubble and the other half is just empty. That is, if you're making it float above your head.

steep swift
median gate
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I'm just not sure if that would Help my situation of the tale of the speech bubble facing away from the player if you're looking at them from a certain angle.

stiff berry
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i mean it's not necessarily made for it, but as long as you keep the object centered above their head and create a texture offset to the right, it works good enough

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that's my shitty texture

shadow river
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@silk gorge curious but in the great pug, the curtain for the stage; one material or two? for the transparency in the back

fluid hamlet
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one material with backface culling active (means the backside is not showing (transparent) most likely

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@shadow river

haughty warren
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Do shaders that target specific eyes in VR not work in VRchat?

steep swift
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what are you trying to do?

haughty warren
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having the left and right eye see the avatar in different colors

steep swift
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unity_StereoEyeIndex can tell you which eye is being rendered but only when not looking in a mirror: mirrors do not render with Single Pass Stereo

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However, I believe you can tell which eye is in the mirror by looking at the sign of the X component of the projection matrix.

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and I'm sorry about all the particles. it's the best screenshot I have on hand illustrating the left/right eye difference

haughty warren
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It's fine, thats interesting, so if a shader supposed to targt a specific eye isnt working its most likely just trying to do it incorrectly for how vrchat does things i guess

steep swift
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make sure to surround it in #ifdef USING_STEREO_MATRICES ... #endif

light urchin
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Shaders that have different colors and such in different eyes look pretty horrible in VR usually and hurt your eyes while looking at them ๐Ÿ˜…

haughty warren
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Depends on the colours used

steep swift
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to test it in editor, go to Edit->Project Settings->Player, find the XR Settings section, click the + button below the VR headset list, add Mock HMD - Vive to the list and drag it to the top. Then go to play mode and go to Game View

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Random unity tip: click the main camera in scene view and go to GameObject menu -> Align With View to make the game view match the scene view

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yeah I'd suggest doing basically some shiny effect: multiply the color with dot product of normal and some direction. That will make it look shiny but be "correct" in a sense because it matches how actual glossy or metallic surfaces would behave

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generally if you do the math right, you don't need to program logic per eye. It Just Works

haughty warren
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pretty much my end goal was just funky stuff where you can close an eye and see it in a single colour

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just gimmicky

steep swift
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I spent my first week of VRChat writing shaders using the unity_StereoEyeIndex and trying to do basically what you are doing. And I learned later that everything I did looked like crap and that there are correct ways to do what I wanted, and, surprise, none of those correct ways required the eye index!

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for example, getting a ray from camera normalize(vertex world position - _WorldSpaceCameraPos) in fragment shader will let you do interesting effects in a stereo correct way

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but anyway I think it's great to experiment with the VR medium. Just be respectful and don't impose stuff that looks uncomfortable to random people in public.

haughty warren
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Yeah i understand not imposing stuff on others, stuff like screen takeovers can be really agrevating

rare quest
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Is there a way to get light and shadow in shader in Custom Render Texture without camera.

hushed rock
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Any reason why I'm seeing double when I look at myself, but not in the mirror? I think other people get the same thing when they look at me.

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I'm using the latest version of Poiyomi's shader

light urchin
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Right click on the Poiyomi folder and press reimport this happens when unity compiles the shader wrong but decides that it's fine and let's it be

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Sometimes you need to do it multiple times

hushed rock
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Alright, lemme try

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Thank you โค๏ธ

pulsar grotto
magic valley
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What shader would be used to have this semi-realistic shading?
@pulsar grotto depends on the texture and the model I think. You can get by with standard unlit shaders, for the glowing part, you can use texture map for the emission

pulsar grotto
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@magic valley Standard emission is far worse than this shader. I want more shading but not no lighting.

fickle falcon
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Hey guys

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Anyone know where I could find decent detailed tutorials on how to write shaders from scratch?

open latch
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Some older samples are here

steep swift
sharp pike
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@pulsar grotto I find that Xiexe's XSToon with shadow rim gets this nice softer shading at glancing angles while maintaining a good look on anime style avatars. Here it is with a single baked directional light in the scene

pulsar grotto
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Ok, thanks

past pewter
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I texture in unity right?

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All I want is the model to be gold\

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Or will Blinn/Lambert/Phong materials work?

molten bridge
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hi guys can we use whatever shader or it's like the whitelist scripts that we can only use certain shaders because vrchat didn't build them in?

velvet sorrel
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You can use whatever

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With the latest version of my shader, you can do lots of fine shading tweaks!

velvet sorrel
#

I also updated my Subsurface Scattering shader to apply the BRDF ramp to baked lighting!

past pewter
#

I can't go back and add materials to my models eyes, can I somehow add another different shader to the faces of the eye?

velvet sorrel
#

Use a metalness map to mask it out

past pewter
#

Not sure how to do that but it's fine I was able to change it in Maya

lucid spindle
#

has anyone else experienced the z and y axis being swapped and intensity halved in vrc and play mode when using vertex displacement?

steep swift
#

Yes. Because blender has z and y axes swapped compared to unity

#

Either edit the shader and swap z and y everywhere...

or go to blender, and go to edit mode and select all, shift S "cursor to world origin", period (.) and choose " cursor" and rotate everything -90 degrees on x axis, this should make the model faceplant on blender's ground. export that faceplanting model to FBX or whatever . And in unity on the mesh (or armature) set local rotation to 0 0 0.

There you go, model rotation is now in xyz not xzy.

#

Would be a nice editor script to make someday: bake rotation

#

@lucid spindle

lucid spindle
#

ah thanks, this has been driving me insane for hours

haughty warren
#

I was wondering, when using things such as the neon shader. Does it being visible through solid objects just happen in the avatar or do i actually have to place a mesh with an anti particle shader behind it?
https://gyazo.com/4f1ae048601822300f633845dc788abc

Nevermind figured it out, i set up my render order incorrectly, fixed it

cloud stirrup
#

OK i need some assistance, I am just a nice boy trying to make a TARDIS avatar and i want to animate the dematerialization and the rematerialization, butttt bloody shaders arent helping me here, to animate it the TARDIS needs to have the shader be set to transparent, which i can then change the alpha to go from transparent to what should be opaque, except its not, its always has a slight transparency on it, no matter what I do the transparency is there, and so that ruins the whole look of it, the windows render infront of the actual box, and its a massive pain in the ass

#

And this isnt even mentioning the fact that i cant get animations on this thing, but id like to solve one problem at a time

#

Dropping the package if it can help, ive been working on this for hours, i have tried multiple ways to make it work, and nothing, I just really want to murder Unity right now

steep swift
#

one option is you could go for a dithered dissolve effect. That avoids the whole transparent / transparency sorting problem

steep swift
#

If you do indeed want it on transparent, you can fix it with something called a Depth Prepass: it's an extra rendering pass you run before the usual ForwardBase pass. Very simple to write actually:

  Tags {"LightMode"="ForwardBase" }
  ZWrite On
  ColorMask 0
}```
Insert this pass block before the first Pass {} block of your favorite transparent shader.
#

@cloud stirrup Here, I modified Standard to have a depth prepass and use the Transparent render queue (render queue change is needed for shaders not named exactly "Standard")

cloud stirrup
#

Thank you so much, I'll try it out when I get home

cloud stirrup
#

@steep swift Works great! But it does seem i can still see the tardis a little bit, had to mess with some parts to remove that, but its better then nothing! I just hope the animations will work fine now

jovial moss
#

I am trying to make a shader that overwrites the nameplate, I got it working to a certain extent, but at certain seemingly random angles it stops rendering over the nameplate. Really can't pin down why this would happen, it's always physically in front of the nameplate so I would think it would work regardless of viewing angle. Anyone know why this might happen?

#

Also seems to stop rendering over the nameplate when you get within a meter or so of it, which is strange.

unreal herald
#

Send me some shaders in dms please

neon herald
#

So look for rgb color for toon

past pewter
#

anybody got a free fur shader I can use for a character?

#

I'm doing something for sonic

steep swift
#

I don't know of any free fur shaders. If you do find one, good chance it is pirated

#

Unless you end up with a bad performance one that just has 20 passes (yes fur shaders exist that literally draw the thing 20 times, with alpha blending at each pass!)

#

XsFur is the widely used one but it costs $10-15 based on yen conversion

past pewter
#

I'll just pass on the offer then

viral perch
light urchin
#

ๆœฌๅ•†ๅ“(ใƒšใ‚ขใƒชใƒณใ‚ฐ)ใฏVRCใƒปUnityใงใฎไฝฟ็”จใ‚’ๆƒณๅฎšใ—ใŸๅ•†ๅ“ใงใ™ใ€‚ใƒšใ‚ขใซใชใฃใŸ2ใคใฎๆŒ‡่ผชใŒๅŒใ˜ใƒฏใƒผใƒซใƒ‰ใซใ‚ใ‚‹ใจๆŒ‡่ผชใฎ่‰ฒใŒๅค‰ใ‚ใ‚Šใพใ™ใ€‚ NoUseMemoryใƒใƒผใ‚ธใƒงใƒณใจUseMemoryใƒใƒผใ‚ธใƒงใƒณใจLayLineใŒใ‚ใ‚Šใพใ™ใ€‚UseMemoryใƒใƒผใ‚ธใƒงใƒณใฏ่ฆ–็•ŒใซใƒกใƒขใƒชใŒๅ†™ใฃใฆใ—ใพใ†ใ“ใจใŒใ‚ใ‚Šใพใ™ใŒkeyใฎใƒ‘ใ‚ฟใƒผใƒณใŒๅคšใใพใŸ็™บๅ…‰ๆผ”ๅ‡บใŒใงใใพใ™ใ€‚ LayLineใƒใƒผใ‚ธใƒงใƒณใงใฏๆŒ‡่ผชๅŒๅฃซใ‚’ใคใชใๅ…‰ใฎ็ทšใŒ่กจ็พใ•ใ‚Œใฆใ„ใพใ™ใ€‚ ไป•ๆง˜ไธŠ่ฟฝๅŠ ใฎใ‚ซใƒกใƒฉใ‚’ไฝฟ็”จใ—ใฆใ„ใชใ„ใฎใงใƒ•ใƒฌใƒณใƒ‰ไปฅๅค–ใงใ‚‚ๆŒ‡่ผชใŒ่ผใไบ‹ใ‚’็ขบ่ชใงใใพใ™ใŒใ€่ฆ–็•ŒใซใƒกใƒขใƒชใŒๅ†™ใฃใฆใ—ใพใ†ใ“ใจใŒใ‚ใ‚Šใพใ™ใ€‚

#

The one in your picture should be this one

viral perch
#

Thank you!

autumn egret
#

How would i use stencils to make a portal effect

#

have it so i can only see an avatar when looking through some sort of cube

bleak lantern
velvet sorrel
#

Why would you need to start a new project? Just extract the files again

#

Then select the folder in Unity, right click, and Reimport

bleak lantern
#

because the same thing happens

velvet sorrel
#

Presumably you just need to make sure you extracted the properly, but seeing as it's poiyomi's shader you could probably get a more detailed answer by asking in their Discord

fluid hamlet
#

@bleak lantern try importing the regular first and then this pro version

bleak lantern
#

@fluid hamlet apparently a custom shader I had imported that I missed was interfering with poyomi. Deleting it then reimorting poi fixed it

fluid hamlet
velvet sorrel
#

It's breaking around other shaders again?

bleak lantern
#

Its weird because poi was working fine and didn't break until I imported a new avatar. But then it couldn't be fixed until I deleted a flipbook shader i had lying around in assets

steep swift
#

Probably something had a duplicate copy of poi inside. The error was with the script so you probably would have seen the red error in console

knotty berry
#

What shader should i use in my world other than just the standard one? Skybox is warm sunset

past pewter
#

You can use as much as you need

grave hatch
#

unless you need a specialized effect you don't really need any other shaders besides standard for worlds

torpid river
#

yes, if its a pc world standard should handle most things. There are couple specialized shaders like terrain, water, and skybox shaders for worlds. But standard really covers most basis.

brittle plinth
#

If you have lots of materials though, you may want to look into using more specialized shaders. Standard is designed to fit a lot of cases, but that means that there are better shaders for more specific things.

restive badge
#

Does anyone know what sort of shader creates this sparkle pattern? It's not just an emission texture, the sparkles look slightly different in intensity for each eye and animate, so they appear to glitter like sequins.

static ibex
hushed rock
#

compared to in blender

steep swift
#

ooh that sounds cool. Sounds something like a blackhole shader maybe?

#

I've seen a few specific people like claw come up with something interesting like this, but those shaders were made for specific avatars and never released.

The principle is going to be that for each part of the avatar, you're going to have to calculate how much to distort / "refract" and in what direction. you'd probably want some combination of a "thickness" map (body is super thick, legs are thick, arms are thinner and hands/fingers are super thin), a fresnel and the normal direction...

For a normal refraction shader, I might do something like refract the GrabTexture sample based on something like viewNormal.xy * the distance from the vertex * thickness

But you're not asking for refraction! You're asking for something almost the opposite... that is to say, you want to go in negative direction of viewNormal.xy, and you want to refract less if you are near the edge (normal.xy greater magnitude), not more...
Also, since you want to create the outline shape of the avatar, you might want to extrude the vertex position along the vertex normal or something.

#

I'm clearly making this up as I go. But this is probably the kind of thinking that would be involved.

If you have Amplify, I'd encourage you to experiment. ShaderForge apparently can also do these types of effects pretty well. Also, if you do experiment with GrabPass sampling the _GrabTexture, make sure to test in VR and make sure to UnityStereoClamp( )

stiff berry
#

What does UnityStereoClamp do?

steep swift
trim comet
#

@hushed rock It looks like it miiiiight be the rendering mode on the shader. Is your rendering mode set to cutout, rather than opaque, like this?

hushed rock
#

It's set to transparent

#

I know there's some issue where if the same transparent material overlaps another it does that, I don't know much about shaders in general, but I was wondering if there was a way to avoid it instead of making a brand new material and using a different shader with transparency

steep swift
#

@hushed rock @trim comet that screenshot is wrong in so many ways it's not even funny

trim comet
#

oop, sorry, figured I'd try

steep swift
#

Let me list the problems:

  1. Cubed shader is no longer supported and has some known issues
  2. You're using the old version of cubed shader which is broken
  3. Any shader with a transparent dropdown will get mixed up render queues on upload. except Standard because Standard has a special case
  4. Shaders which aren't named Cutout or Transparent will not fallback correctly with the shader blocking system
trim comet
#

Cool, thanks for letting me know. I was only working with some dated tutorials to make my first model

steep swift
#

If you use a up to date shader it will say Transparent or Cutout in the name of the shader and not have that dropdown

#

Yep sadly those dated tutorials are still extremely popular

hushed rock
#

Yah, I'm not using that shader

steep swift
#

Transparency is notorious for having rendering order problems. If at all possible, use opaque, cutout, dithered or AlphaToMask or A2C modes depending on which shaders you use

#

If you absolutely must use transparent it is very difficult to get the sorting order correct. You can duplicate the shader, change the name on the first line Shader "" of the file, find the Tags... Queue line and change "Queue"="Transparent" to "Queue"="Transparent+1" on the one you want to render after

#

Also you might get different effects depending on if your chosen shader uses a depth prepass (for example poiyomi does this I think)

void juniper
#

I dont know if putting a transparent shader on a chair makes it unusable, because when i have it as a normal shader it works but on transparent it doesnt

fluid hamlet
#

should not happen .. unless it uses a script that conflicts with the vrc.station script, seen enough invisible chairs in worlds you can sit on

past pewter
#

anybody got any shaders that can support fur?

torpid river
#

VRใจใƒ‘ใƒ•ใ‚ฉใƒผใƒžใƒณใ‚นใ‚’ไธปใซใ—ใŸๆœฌๆ ผ็š„็ฃใ‚ทใ‚งใƒผใƒ€ใƒผ ใปใ‹ใฎไผผใŸใ‚ˆใ†ใชใ‚ทใ‚งใƒผใƒ€ใƒผใฏใƒฌใƒณใƒ€ใƒชใƒณใ‚ฐใƒ‘ใ‚นๆ•ฐใŒๅคšใ„ใŸใ‚ใ€ใƒฉใ‚ฐใชใฉใ‚’่ตทใ“ใ—ใ‚„ใ™ใ„ใฎใŒๅคšใ„ใงใ™ใ€‚ ็งใฎใฏใ€ใ™ในใฆใƒฏใƒณใƒ‘ใ‚นใ€‚ ๆฏ›ใจ่‚Œใฎใƒฌใƒผใƒคใƒผๅˆฅใ€…ใซใ€ใ‚ซใ‚นใ‚ฟใƒ ใฎRampใƒ†ใ‚ฏใ‚นใƒใƒฃใชใฉๅฏ่ƒฝใ€‚่‰ฒๅˆใ„,ใ€€ใƒ†ใ‚ฏใ‚นใƒใƒฃใงๆฏ›ใฎ้•ทใ•ใฎ่ชฟๆ•ด,ใ‚ณใƒผใƒŸใƒณใ‚ฐ,ๆŽ’ๅ‡บๅบฆ,้‡ๅŠ›ๅบฆใ€ใ™ในใฆๅฏ่ƒฝ This is a fur shader, specifically made with VR and performance in mind! Most fur shaders will have upwards of 20 passes ...

past pewter
#

I can't get that yet, but thanks

astral plover
#

Is there any way to specify which shader to fallback to in current 2017 unity?

#

I'm having an issue using Rero standard where the fallback makes me 100% shiny and metallic

tired token
#

That's just VRC not copying the metallic smoothness texture

void juniper
#

I tried pitting a scorbunny model in, but after applying textures and changing the shaders it turns red...

astral plover
#

@tired token I know, but I'd rather it fallback to say legacy diffuse and lose all metallics than make my avatar into a shiny mess

tired token
#

uhh, you might have to rename it to exactly that. lol

astral plover
#

Can't. It breaks if I rename it

#

Because of how Rero's shaders are set up, there are base shaders, and then different versions for cutout, transparency, etc

#

the base shader has a UI thing that changes the shader into the sub-shader, and it breaks if I rename it

light urchin
#

Change the ui script as well

astral plover
#

oh hey

#

lmao

#

Guess I'll have a look inside

#

Well it didn't break after I changed the Ui script

#

but it didn't work in game

#

still giving me the same issue

brittle plinth
#

Can you change the specific shader? Set the fallback to something else?

astral plover
#

That's what I want to know

brittle plinth
#

Unless Iโ€™m stupid, you should be able to open the .shader file in a text editor and change it

#

Never worked with Reroโ€™s though, so I canโ€™t point you to the specific shader that needs changing

astral plover
#

Changing the name in the shader didn't work. Just wondering if there's a line I can add to the shader that will force it to fallback to a specified internal shader

brittle plinth
#

There is. Thatโ€™s what Iโ€™m talking about. At the end of the shader, there should be a line that says โ€œfallback ______โ€

#

Change the shader specified there to the one you want to fall back on

steep swift
#

The Fallback line in the shader is not used by VRC's shader fallback system

#

The Fallback line is only used for selecting a shadowcaster if you did not implement one; and if you run on hardware that for some reason doesn't support or is unable to load your shader

#

And the hardware support thing is basically moot because VrChat targets d3d11 and every supported platform is Direct3D 11 capable. (Quest isn't but those don't support custom avatar shaders anyway)

brittle plinth
#

Oh

steep swift
#

If you want to fallback properly to Standard, I have found that renaming all of your chosen shaders to "Standard" before upload works really well actually. Make sure to rename them back after, and be careful with this because you can easily get shaders mixed up if you name them all Standard

#

Same is true for anything on that list of allowed shaders, pretty sure, but the name has to be exact.

brittle plinth
#

How would that work with Reroโ€™s then?

steep swift
#

If you want them to fallback to standard, right before upload edit each shader and edit the first line to say Standard

#

When I say rename I mean edit them and change the Shader "..." line. The filename doesn't get used

#

Should be the same for any shader. I'd maybe select the root avatar object and avoid clicking on any meshes until after uploading and undoing your change (keep the text editors open maybe)

#

It's quite the unsustainable trick but it did wonders on one of my avatars

#
#

The above lets you hit the "If an internal shader is matched" clause which copies everything

#

Otherwise you have to deal with all the rules of "If the shader is not internally matched" and those don't copy everything

astral plover
#

I did try to change all of the shader names, and it didn't work for me

#

I know it works in most cases, as I've done it before to a hologram shader

#

But it doesn't seem to want to work with Rero's

past pewter
#

I have a shader on a model that toggles by an animation, sometimes it makes the effect it should sometimes it does another effect. Both of these effects are supposed to be there but for some reason they only toggle either one or the other, any suggestions on what might be happening?

#

I can enter the same world once it does one effect and when i change out and back in it does a different one and so on

brittle plinth
#

Could someone help me figure out what this texture is? It was encoded into the blue channel of a normal map, and the only documentation on it is that it's encoded into the normal map and how to pull it out. Comes from a game using PBR, can confirm it's not metalness, specular, AO, emission, transparency, or smoothness.

velvet sorrel
#

@brittle plinth How do you know it isn't the normal map's Z component?

astral plover
#

Yeah It's probably a height/displacement/bump map

brittle plinth
#

Turned out to be a scratch mask. Odd thing to have there.

#

Yeah. It's from Destiny 2, and Bungie does all sorts of texture wizardry. Extremely well-optimized, but it's pretty frustrating to work with.

wanton pasture
#

is there any shader for particles that support HDR colors?

velvet sorrel
warm steeple
#

is anybody good with shaders bc i want to ask sommthing

steep swift
#

Just ask away. shader experts regularly read this chat but nobody can commit to answering a question if they don't know what the question is

warm steeple
#

if a xray shader is possible

steep swift
#

You want something that shows polygons like in avatar testing?

warm steeple
#

i saw an shader once who can see through stuff like an xray

steep swift
#

Hmm that's not generally possible because some things are rasterized in order of front to back: it wouldn't be possible to capture polygons behind things because the pixels are never drawn in the first place.

What is possible is "xray-ing" through transparent objects because they are drawn after. To do this, you make a shader on a queue before Transparent, for example "Queue"="Transparent-1" in subshader tags, and write to depth with ZWrite On but have ColorMask 0 or alpha blending so it still shows through.

#

Note that doing this to cutout and opaque geometry, if it works at all, will have an undesired consequence of causing the skybox not to drawn, because the skybox draws after opaque objects and it will cause that "noclip" like effect where the previous frame smears with the current

warm steeple
#

hmm

last nexus
#

@warm steeple it's possible though if you are making a shader for a WORLD instead of an avatar. On an avatar, you can't see through things that are not cooperative, like others' avatars

warm steeple
#

@tired token hey scruffy iox recommended you to ask you on sommthing if your not busy do you have time?

tired token
#

I got loads of time, how can I help?

past pewter
#

does anyone know a proper shader for Watermark Armbands? or know how to remove the top and bottom texture of the cylinder's UV?

remote bloom
#

thats the textures themselves

snow pilot
#

Does anyone know how to use a dissolve shader and if so can u help me?

stray badger
#

Might anyone here know of a shader that can allow using ambient occlusion and other specific textures on a different UV set?

tired token
#

@stray badger Are you looking for a toon shader or something more PBR?

stray badger
#

PBR. It's for avatars from the Final Fantasy VII Remake.

tired token
#

rotate your directional light. :P

stray badger
#

Anyways yeah, if someone can point me towards a PBR shader that supports AO being on a different UV set on its own, that'd be great.

past pewter
#

I have an issue with a tf2 shader. some rooms (not all) I am slightly see through. its strange, I'm not opaque. but if I place my hands infront of my eyes I can see the shadows cast by everything. someone said it could be render queue? im not sure, has anyone else had this happen?

tired token
#

You probably need a shadow caster

surreal beacon
#

hi! i am using a MMD imported avatar and everything works flawlessly. i just miss one thing, which is the thin black outline of my character. any ideas how i can add it?

lethal nacelle
#

use outlines

surreal beacon
#

sorry i am a total noob, in blender or unity?

lethal nacelle
#

unity

astral plover
#

You can use a shader that adds outlines

#

For example, Poiyomi

surreal beacon
#

ok i guess it's an external package i neeed to download

#

i will try it out thank you!

astral plover
#

Yes, you should be able to google it, there's a github. And you're welcome!

steel lance
#

Hi, which shaders do support local lighting? So for example, when its dark, your avatar is dark aswell, or when its orange lighting, the avatar is also a little orange.

#

Preferably also a shader that is a precompiled one

light urchin
#

All shaders that are not unlit support lighting

#

No idea what you mean about precompiled shaders since that happens when you load a shader into unity

steel lance
#

the shaders, that are not blocked by the system:

light urchin
#

Those are all in the sdk

#

And some just included with unity

steel lance
#

how can i check, if a shader is not unlit?

#

thank you for your replies btw!

light urchin
#

Most shaders are lit unless they are named unlit (or some really old shaders you shouldn't be using like the original cubed paradox)

steel lance
#

So lit shaders make the avatar lit, according to the map lighting? So if i play on a dark map, my avatar wont glow?

light urchin
#

Yes

#

Only times when avatar is glowing in a dark world is when it's a unlit shader, your shader keyword cache is full displaying shaders wrong or it's a badly configured shader

steel lance
#

i see

#

i am actually using a lit shader, but still it doesnt really work. I propably configured it wrong :/

light urchin
#

Just being lit though doesn't mean it supports everything I should have specified that

#

What kind of avatar are you making anime or just general video game or otherwise?

steel lance
#

the shader i am using is legacy/transparent/cutout/vertexLit

#

i am an anime avatar

light urchin
#

Ahh vertex lit is only for being vertex lit so pixel lights don't work if that's what you are testing

#

If you really want to use the build in shaders I would go for one of the Toon/Lit one's

steel lance
#

where do i find that one?

light urchin
#

Should be under VRChat

steel lance
#

is it the VRChat/Mobile/Toon Lit?

#

strange thing is, my character becomes black in unity when i select it

light urchin
#

But I would suggest to go for one of the main toon shaders though they should all fallback properly to the precompiled shaders

#

So either Poiyomi, Silents shaders or XSToon by xiexe

steel lance
#

i have the xiexe shader installed, so you'd recommend the normal XSToon?

light urchin
#

I haven't used xiexe myself but it is one of the main three popular one's

past pewter
#

did somebody has a scrolling shader with bump

#

trying to do this but my model has 1 texture

past pewter
#

You probably need a shadow caster
@tired token thats true I did notice my avatar had no shadow. how do I do that?

steep swift
#

what shader are you using.

You can try adding a line right before the last closing brace of the file:
Fallback "Diffuse"

tired token
#

You should be able to add Fallback "Diffuse" before the last }

steep swift
#

jinx

tired token
#

xd

stray badger
#

Might anyone here know of a PBR/standard shader that can allow using ambient occlusion on a different UV set?

tired token
#

I only know of two but they're not a directly a PBR shader.
XSToon is more toon focused but has PBR options.
Poiyomi Toon has an option called 'standardish' which looks essentially like standard.

There's a runner up which is ReroStandard, but I'm unsure if it has UV selection.
I think that

#

I'll @stray badger you so you can see my reply.

stray badger
#

Noticed

#

I think Rero does have it but I lost it ages ago and can't find it anymore

tired token
stray badger
#

Just looked, unfortunately Rero doesn't support it @tired token

sand apex
#

is there anybody here

#

i have a problem in line 29

humble frost
#

The 6 is the problem

sand apex
#

what do i need to do with it

humble frost
#

Get rid of it

sand apex
#

lol

#

i dont even know how it got there

#

can i make the shader double sided?

#

i dont see no LOD 200 and so i cant put cull off there

humble frost
#

You don't need LOD to have Cull Off

sand apex
#

ok rip

#

where do i need to put it then

#

to make it double sided

humble frost
#

Try putting it on line 22

sand apex
#

thx

stray badger
#

Attempting transparency blending using fade and cutout together to hide the Z writing issues...think I've gotten it

remote bloom
#

that shader you're looking for is culling

#

if you mean 1 textures to reveal both front and back sides then yes

stuck cliff
#

@past pewter open any .shader file and after Tags {...} inside SubShader { write Cull Off , then it would be double sided

#

download from anywhere "g: Unity shaders"
if you need a Standard shader but double sided, search for unity archive, select unity version and instead of download (win) select internal shaders

remote bloom
#

vrc standard shaders comes with culling

#

alternatively just downloads xiexe's

stuck cliff
#

cubed vrcXiexeBlush

remote bloom
#

2nd best shader, xiexe. I like the poiyomi's more

stuck cliff
#

@past pewter xiexe has Culling mode property, turn it Off for double sided ๐Ÿค” also unitychan shader is nice

#

when you select a material(in Project panel) - material properties(inspector panel) is a properties related to selected shader of that material
at the top of that panel you can change Shader then you will see Culling Mode>Off property inside

#

you need to select material of the model you want to upload, not the shader file
click on your model Mesh (in Hierarchy panel) to see which Materials it uses(in Inspector panel) and their properties, or just select their files in Project panel

#

ah, yu, you don't need to click on that, but triangle at the right side to choose xiexe shader, then under it would be properties

#

Culling Mode, change it to Off

#

make a screenshot of your Inspector panel after you select the material

#

ah, scroll that window up, above Rendering mode, change Shader from Standard to Xiexe one

remote bloom
#

use xiexie shader

lethal rock
#

You can thank the vrc devs that shaders have about a billion options, you could get rid of 67% of them at least if VRChat respected the render queue in the inspector

haughty warren
#

any shaders for avatars that can visualize audio the avatar is playing

frank isle
#

I would need it to loop switching between the two textures, and if it can display a transition between them, then thats even better.

light urchin
#

You could do that even with standard depending on the effect wanted

#

Just animate the material properties and make a texture where the two textures are side by side

#

Ofc would need to UV the plane you want it on as well

frank isle
#

Oh good idea, hadnt even considered that tbh. Thanks!

uneven loom
#

UV scrolling is a powerful trick

steep swift
#

@frank isle if you're looking for what to animate, it is called Material._MainTex_ST z&w in the Mesh Renderer

astral plover
#

How do I force a shader to work with colour over lifetime on particles? I need it to fade in and out

cloud crag
#

make a texture that scrolls at the speed you need

astral plover
#

sorry I should have specified, I need it to fade in at the beginning of its lifetime and out at the end exactly

#

from what I can tell, I need to edit the shader so that it supports vertex colours

#

As that's what the Unity Shuriken Particle system uses for it's color over lifetime module

#

but I know nothing about coding shaders, so I have no idea what to add or where

astral plover
#

i know that. the shader doesn't support it

steep swift
#

@astral plover I assume you have added the properties to the Vertex Streams of the particle system

#

the vertex streams end up in various TEXCOORD slots

#

you'd almost certainly need a specialized shader or to edit a shader to use that particular slot

astral plover
#

i don't know about vertex streams

steep swift
#

how familiar are you with editing shaders

astral plover
#

not at all

steep swift
#

what particle shader are you currently using

astral plover
#

It's not actually a particle shader

#

Mind if I dm you?

steep swift
#

that's going to make it more difficult, since particle shaders use uvs differently from conventional shaders

#

go for it

arctic ruin
#

can anyone tell me how I can fix this error ?

last nexus
#

The error says there is an syntax error in a shader file. Can you double click the error and post the shader code?

steep swift
#

@arctic ruin Please make sure you download assets from legitimate places.

arctic ruin
#

@steep swift Why's that ?

#

Someone gave me it and it looked safe.

steep swift
#

you should ask them where they got it

#

if you don't know who originally wrote it, that's not usually a good sign. Most of the shaders widely used in the community were written for VRChat specifically or came from a reputable place, or were custom made for a particular world/avatar. So knowing who wrote it is a good start. If you know the name of the shader, we can also go with that

#

that error is common with stolen assets, that's why I'm asking... and "Someone gave me" doesn't imbue a whole lot of confidence

lucid spindle
#

So I made a quick multiplicative decal shader but it isn't being effected by fog, is this fixable or is it just the way multiplicative transparency renders in unity?

stuck cliff
#

@lucid spindle does your shader has fogs coords and fog applying?

lucid spindle
#

its made with amplify so it should? i think

stuck cliff
#

ah, idk then, never used amplify before)

velvet sorrel
#

@lucid spindle You'll need to manually apply fog in the shader. With Amplify there should be an Apply Fog node, I think? Add that node, and set the fog colour to white.

steep swift
#

Oh that's actually good to know @velvet sorrel

shadow river
#

is there a current shader that appears like a barrier when you go up close to it?

#

kinda like it fades out over distance

last nexus
#

@steep swift it's your scanline shader

steep swift
#

also it's deisgned to work on a cube (inside and outside). it might make sense to have a more general purpose one for just a quad using frontface/backface culling

#

and option to have a texture instead of scanlines

#

Most relevant lines are right at the end of frag():

fade as you walk away effect:

                col *= 1 / (1 + _DistanceCutFactor * distance(_WorldSpaceCameraPos, i.worldPos));

Fade a hole as you walk through it to make it appear welcoming / slightly volumetric / not a forcefield:

                col *= pow(smoothstep(0, 1, _CameraCutoutSize * length(_BodySize_ST.xyx * (_WorldSpaceCameraPos - _BodySize_ST.zwz - i.worldPos))), _CameraCutoutPow);
main cairn
#

What's the best way to test shader performance? I setup a scene with a bunch of models but I don't really know how to use the profiler

trim comet
#

Are there any shaders better for working with semi-transparent textures? The 'cut out' bits are what I'd like to see through. This is using poiyomi's toon cutout, then opaque for comparison.

neat crag
#

that looks like the alpha clipping value is too high and it's cutting those parts out but idk

#

ah yeah wait i have no braincells you're using cutout, poiyomis should have a normal transparent shader?

#

you may still have to adjust alpha clip but

dark rover
#

Hello I'm looking for a shader I saw in game it puts an animated heart in your avatars chest

steep swift
#

the conventional way of doing these types of effects is using a stencil. Poiyomi Toon shader and XSToon both have stencil options built in, so that's a good place to start.

Body Material: use opaque shader. Stencil Reference -> pick a number 1-255 Stencil Pass Op -> Replace. Stencil Compare Func -> Always
Heart material: use cutout or transparent shader. OR, make sure it is the second material. Stencil Reference -> Same number as above. Stencil Pass Op -> Keep. Stencil Compare Func -> Equals

dark rover
#

Thank you

steep swift
#

oh @dark rover , missed an important detail: The ZTest setting of the heart material must be set to Always.

Only use a custom ZTest setting if you are using a Stencil setting like Equals... otherwise you risk having it show through walls and get in the way

trim comet
#

Sorry for the late reply, the transparent option does the same thing as the first picture

#

haha jk figured it out, it was just the alpha cutoff. Thank you!

velvet sorrel
#

@trim comet Try my shader!

#

You'll get soft looking edges thanks to the alpha to coverage

trim comet
#

Got a link? ๐Ÿ˜ฎ

velvet sorrel
#

It's on my website! Just click my name here...

thick gale
#

What's a good shader for anime avatar with cut out fur

#

im back from a 2 year break from VR

steep swift
#

@thick gale XSFur if by cutout you want something fuzzy https://booth.pm/ja/items/1084711

VRใจใƒ‘ใƒ•ใ‚ฉใƒผใƒžใƒณใ‚นใ‚’ไธปใซใ—ใŸๆœฌๆ ผ็š„็ฃใ‚ทใ‚งใƒผใƒ€ใƒผ ใปใ‹ใฎไผผใŸใ‚ˆใ†ใชใ‚ทใ‚งใƒผใƒ€ใƒผใฏใƒฌใƒณใƒ€ใƒชใƒณใ‚ฐใƒ‘ใ‚นๆ•ฐใŒๅคšใ„ใŸใ‚ใ€ใƒฉใ‚ฐใชใฉใ‚’่ตทใ“ใ—ใ‚„ใ™ใ„ใฎใŒๅคšใ„ใงใ™ใ€‚ ็งใฎใฏใ€ใ™ในใฆใƒฏใƒณใƒ‘ใ‚นใ€‚ ๆฏ›ใจ่‚Œใฎใƒฌใƒผใƒคใƒผๅˆฅใ€…ใซใ€ใ‚ซใ‚นใ‚ฟใƒ ใฎRampใƒ†ใ‚ฏใ‚นใƒใƒฃใชใฉๅฏ่ƒฝใ€‚่‰ฒๅˆใ„,ใ€€ใƒ†ใ‚ฏใ‚นใƒใƒฃใงๆฏ›ใฎ้•ทใ•ใฎ่ชฟๆ•ด,ใ‚ณใƒผใƒŸใƒณใ‚ฐ,ๆŽ’ๅ‡บๅบฆ,้‡ๅŠ›ๅบฆใ€ใ™ในใฆๅฏ่ƒฝ This is a fur shader, specifically made with VR and performance in mind! Most fur shaders will have upwards of 20 passes ...

thick gale
#

thats alot of fuzz

lunar hollow
#

anyone knows how to get non VR shaders with VR compatible?

light urchin
#

Edit the code to be VR compatible

#

I'm not a shader coder though but to my knowledge there's no one click solution

lunar hollow
#

idk either sry

coral condor
#

bruh put the shaders in the bag

lunar hollow
#

loli voice

#

but srsly need someone who can edit shaders for payment

tired token
#

What shader is it? (or what type)

lunar hollow
#

it's a screenoverlay shader but with something special

#

I can dm you a preview (nsfw)

#

it's like you can actually make objects/avatars appear on your screen in 3D like using the stream camera with transparent i would describe

#

basically you can say i want the unity cube to be on your left screen side being size 10 and rotated 45ยฐ

steep swift
#

@lunar hollow Error's HUD shader with some of the distance checks (be courteous please) removed should basically do this. Assign your "camera object" to be the root bone of all meshes you want rendered on the screen: that will give them all the same object space origin.

If you want proper toon shading on the avatars, you'd probably still want some commission to put this code into a toon shader.

Also, you may need to add a depth prepass with ZTest Always ZWrite On and have the second pass use ZTest Equal to avoid depth sorting issues with the face etc

arctic ruin
#

Does anyone have a link for a shader forge version working in UNITY 2017.4.27 ?

#

I can't find any heh

lunar hollow
#

idk if that's the same what my edited shader does

bleak lantern
#

Anyone know where the outline option is in the poiyomi shader if it has one? I swear I went through every option and don't see it.

steep swift
#

You need one of the Outlines shaders like Outlines Cutout

#

it should be in the .poiyomi -> Toon list

#

Advanced

bleak lantern
#

I forgot thats a thing

#

thanks

brittle plinth
#

Do Amplifyโ€™s shader function nodes work in VRChat?

steep swift
#

Amplify function nodes are just used by amplify to assemble the shader. They get included directly into whatever .shader file you are editing at the time

#

So yes they work fine

paper trellis
#

Isn't there a way to cast a material on a model? Or overlap it?

velvet sorrel
#

Cast how

lusty fern
#

I am using NoeNoe's overlay shader also

last nexus
#

It seems to be broken uv gradient in texture sampling, due to uv discontinuity. It's likely an oversight in shader code, by using atan2 without taking care of discontinuity.

near flax
#

iirc it's cause of mipmapping

#

results in a discontinuity at uv.x=0

#

i thought someone had made an edit that fixed that, but if not, it's just a change from tex2D to tex2Dlod

#

just disable mipmapping in the texture import settings

steep swift
#

To explain the above messages: when you do a call to tex2D, it's converted to a tex2Dgrad call with ddx(uv) and ddy(uv): This means, the rate of change of the uv gets used to determine which mipmap is used.

When you convert to an angle, your UV passed to tex2D wraps from 3.14159 to -3.14159. This looks to he GPU like you're really far away beacuse the UV changed a lot in one pixel. so it uses the smallest mipmap LOD for one pixel, causing this gap.

So the answers of "disable mipmaps" or "switch from tex2D to tex2Dlod" are correct and avoid the issue... but if you want to do math, the correct way is editing the shader to compute the correct gradient and using tex2Dgrad.

Again I'm not expecting you to do it correctly. I'm explaining for readers of this chat. It's actually a nuanced issue and causes artifacts in quite a lot of places so it's good to know about.

near flax
#

ah, good to hear a more in-depth explanation on why the wrong mipmap level gets picked

haughty field
#

tiling in poiyomi v5.3?

#

where do i find it

light urchin
#

Click the arrow next to what you want to tile

high ginkgo
#

hey guys

#

dafuq is "gstack"

#

cuz appearently, it puts certain textures on other textures

#

what i dont get

#

is why a certain game company i ripped my model from, uses this instead of having only 1 texture

#

oh damn i just realized why

#

cuz ingame you can put other textures on the armor pieces

#

goddamnit bungie

lusty fern
#

ok so basically I want to use Noe Noes toon outline shader but it is automatically putting it into cut out rendering mode which is screwing up the mesh basically
making the back of the hair transparent

steep swift
#

@lusty fern I don't think Noe maintains his shader. If you really want a shader based on NoeNoe, you can find Rokk's version here:
https://github.com/HugoZink/NoeNoeShaderEdits
it should have some more options. He's not active in this discord, but if you run into any trouble you can communicate on github or find him around.

#

Other than that, I'd suggest branching to other toon shaders. For example, Silent's Cel Shaded Shader and XSToon if you want a more accurate lighting model

tired token
#

@steep swift not active because he got temp banned forever xd

steep swift
#

true, but his last commit on github was 22 days ago, so a github issue might still work

#

Also, if you need something from Noenoe like panosphere that you can't find elsewhere...There's always Poiyomi Toon Shader that has basically every feature you can ever want.

teal hamlet
#

yoo thats raww

dusk pagoda
#

looks great!

bitter nova
#

i need some help. when my friend is uploading his avatar to test it out it shows up pink. he has changed the shaders to cube and it is still showing pink.

bitter nova
#

nevermind we figured it out!

steep swift
#

Cubed shader is no longer supported. Please consider one of the many alternatives, some of which are in the pinned messages. Thanks @bitter nova

fringe sand
#

I am curious, is there a shader for that makes use of a specified envmap at all times without relying on world reflection probes?

fallen wadi
#

Anyone have poiyomi or mochie shader?

steep swift
#

@fringe sand I believe Rero Standard has a fallback cubemap option. Most of the VRChat optimized toon shaders should also have this, including ACLS, XSToon, etc

fringe sand
#

Fallback's normally only work when there isn't a reflection probe present. I was wanting the specific cubemap/envmap to show up even if the model is in an area that has a reflection probe.

steep swift
#

@fallen wadi Ya'know you could have googled that for yourself.
Poiyomi -> https://github.com/poiyomi/PoiyomiToonShader/releases
Mochie -> https://github.com/MochiesCode/Mochies-Uber-Shader/releases

#

@fringe sand Here's how XSToon looks, for example. Pretty sure I saw the same in poiyomi:

#

Baked Cubemap should do what you want, I think

fallen wadi
#

Thx

#

didnt realize i could

steep swift
#

no worries, that's why I answered

fallen wadi
#

๐Ÿ‘

fringe sand
#

The baked cubemap option seems to not work well to show any signs of the texture being applied. Changing the smoothness and metallic settings doesn't do much either.

quiet leaf
#

Whats up guys. For some reason im having troubles uploading my quest world because i have one shader that is set to standard but I can't find it anywhere in my map now. And the vrc wont autofix or let me select it like usual. Anyone know whats going on with it. Thanks for all the help

crystal solar
#

You can use the standard shader on worlds for quest.

quiet leaf
#

I wonder why its giving me a warrning for the standard shader then that's weird

steep swift
#

VRchat is trying to encourage use of Standard Lite which is in VRChat-> Mobile

#

I think depending on what texture maps you use, there will be practically very little performance difference in a world

minor abyss
#

I have a character who has multiple parts of him have emissions. I would like to animate the emissions to pulse, but have different rates of pulses for the different parts. Is this possible?

velvet sorrel
#

Sure, just have the emission pulse rate be determined by a texture

west remnant
#

So....we cant use updated unity versions?

#

Anyone know how j can add glow to my avatar? Is it just emission?

minor abyss
#

@west remnant Nah man, has to be the same unity version that VRChat is using, and yes for glow for avatars, look for emission in the shader. Though there is more to it if you want to make it actually glow glow.

#

@velvet sorrel ;o I think I understand how I would set the texture itself up, but where would I put it exactly to effect the emission pulse animation?

steep swift
#

@minor abyss so I tried using a texture naively and I got some unusual artifacts due to mipmaping and aliasing:

#

Here I changed it to use 64 levels of emission timing (round(x*64)/64) and it cleaned it up a lot:

#

Only tested in unity 2018!! It may not compile in 2017 due to undocumented use of internal unity headers

#

Usage:

  1. Start with Standard shader! Check the emission box.
  2. Set an emission color (white?).
  3. Set an emission texture. The alpha channel of the texture will determine the pulse rate (frequency, not time interval. you need to divide the amount of time you need). I made it use 64 frequency bands to avoid the aliasing artifacts above.
  4. Now, change the shader to LyumaShader/StandardPulsing
  5. Find the Emission Color setting and edit it again. now you can customize the alpha channel. The alpha is the intensity of the emission pulse. I suggest 100% but up to you.
  6. Now, edit the Emission Pulse Speed setting box. This is the fastest pulse speed it will go. The darker the alpha channel on emission map, the slower the pulsing.
#

other note: this does not support transparency. To use with transparency, you must switch to Standard, set Transparent mode. Then switch back, and either (1) edit the shader and change name on the first line to Standard; or (2) change the "Queue"="Geometry" to "Queue"="Transparent"

#

@minor abyss Here ya go. I already had this Standard mod ready to go so figured I would hack in the emission map feature you asked for. Fixed an issue.

minor abyss
#

Woah, I'll give it a go. Thank you!

lethal rock
#

Undocumented use of internal Unity headers
@steep swift nice lol

steep swift
#

I mean... what about writing unity shaders is actually documented aside from the few things they list on their docs.
But Standard shader headers are especially prone to change at least from 2017 to 2018.

The correct thing is probably to avoid making any modifications to standard shader without copying all UnityStandard* headers out of CGIncludes.

But hey what's correct any more about the Legacy pipeline. I'm pretty sure unity is not going to change anything anyway at this point.

minor abyss
#

Am I understanding correctly that you can use custom shaders in VRChat but not custom scripts?

#

Would it be possible to duplicate the Standard Shader and edit it to include more emission maps instead of just 1? For example when you tick the checkbox to use emission, it has 3 maps you can add your textures to so that you have multiple emissions that you can animate separately?

velvet sorrel
#

Very possible

steep swift
#

Look at the modified version I made as a template of what you can do. Basically I overrode the Emission() function using a macro to allow for custom emission output. You can declare extra textures above there as sampler2D and add them to the properties area at top, and modify the Emission macro to use all the textures

#

I tend to use macros in unconventional ways but I find it allows for easy customization of shaders without having to have too much understanding of what the shader does. But macros do also have some caveats, for example, confusing error messages if you make a mistake

#

If you want even more customizability of Standard, I would highly recommend downloading reroStandard by RetroGEO. He has reorganized Standard so it is much easier to make complex edits

#

But you will have to learn a bit of shader programming to do more complex edits (knowledge of c or a similar language will help)

balmy anvil
#

regarding audio visualization, I know this is very easy to do with monobehavior scripts, but since these are not allowed in VRChat, could someone point me to some tutorials that explain how to do this with shaders?

near flax
#

it's a giant pain

#

your options are

  • fake it by animating the visuals yourself
  • calculate FFT and feed in the data using a video player (worlds only)
  • bake FFT into a big texture and sample that in your shader, animating some time parameter so that you know where in the song you are
eternal tusk
#

Hello, Im really new to VRChat, and just got the ability to upload my own avatar to VRChat. So I went ahead and found an avatar of Cole Phelps from LA Noire and applied some shaders to it, and then uploaded it. everything but the suit the avatar is wearing comes up fine. The Suit itself comes up black. And I have been spending a couple days now trying to figure out what is wrong. Im new to Unity, and I apologize if this problem has come up before and has been mentioned a bunch of times. Just inexperienced and not sure what means what yet so anything I have read hasn't made much sense to me or hasnt worked.

#

Any help or tips would be appreciated

light plank
#

@past pewter bruv how tho?? thats amazing

proud apex
#

@eternal tusk i dont work on avatars much, but it definitely sounds like a shader issue on the suit. Especially if all of your other components are showing in game as well.
Some shaders have different presets. There are tons of avatar shaders our there that all work. Make sure the suit is set to be like poiyomi or something or even standard. Most people dont use standard too often because it relies more on proper world lighting. Which varies world by world, creator by creator

eternal tusk
#

Thanks for the response Pozzz. yeh I've tried standard, Cubed, Poiyomi, and legacy shaders. They all make the suit look black, with a few exceptions of making it transparent, or pink. Although I dont remember which specifically.

light plank
#

anyone good with rim lighting?

light plank
dim fern
#

I have a question. Its possible add Vertex color to Cubed Paradox shader?

#

I already have a Vertex color shader, but the fade and transparent looks bad, the texture disappears and appears. Sorry my English is bad, I tried to explain myself, I hope someone understand me

near flax
#

it is possible, but try using a different shader instead

#

cubed paradox's shader is no longer being updated

sharp pike
#

Just spent a couple of hours trying to figure out why reflectionprobe box projection would only work when a dynamic light with shadows was enabled. Turns out I needed to have #pragma target 3.0 in the pass in the shader.

sonic shore
#

is there a shader that is active even if safety for it is on?

crystal solar
#

Standard

sonic shore
#

i see thanks @crystal solar

crystal solar
#

@sonic shore well, really all of the basic unity shaders, plus the mobile VRChat ones.

sonic shore
#

@crystal solar hmmm i dont see them used much in game most avatars look so different with shaders off is it cause the standerd ones lack customization

crystal solar
#

Yeah. Except there are a few default shaders, each with a different use.

sonic shore
#

i see

peak heart
#

crazy how well the tf2 characters pop when you fix their rendering to actually be accurate to the specifications laid out in the valve papers

tired token
#

oh god it's Amplify source xd

peak heart
#

:^)

#

yeah, sorry

#

if you need a run-down on any parts of it let me know @tired token

undone bay
#

woah, that looks really good

frosty oar
#

Anybody had a "wind" shader for foliage? I've seen a handful of worlds now with grass/trees that gently sway about and it doesn't look like it's just animation, but a warping/rippling applied to an alpha'd plane

dim fern
#

Anyone have a "Fade" version of Silent's Cel Shading?

steep swift
#

@dim fern Silent's Cel Shading comes with a fade mode

#

it's called PremultipliedTransparent in the rendering mode dropdown

#

at least, I think that makes it equivalent to fade

dim fern
#

Nope. I just have transparent mode, but not Fade mode

steep swift
#

do you have PremultipliedTransparent mode

#

in the dropdown

velvet sorrel
#

@dim fern What if you use Transparent instead of PremultipliedTransparent?

dim fern
#

How it works?

steep swift
#

@dim fern I think Silent is asking what happens if you try that option.

You're asking "where is fade" but you have not indicated what the problem is when you select "Transparent".

Do you have any screenshots? What have you tried so far?

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I believe the naming is different, but it should do the same thing

dim fern
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I mean, with Transparent mode, the textures are transparent, thats good, but I need a Fade Mode for fading textures. Mmm how to explain...? Mmmm I use Vertex colors. Sorry my english is bad

ancient portal
#

hello, i need a bit of help with poiyomi shaders, specifically its distance fade option
i used to use cubeds flat lit toon distance fade until the new update where it seemingly didnt work very well anymore, or something, as well as its probably a good idea for me to use more updated shaders
when going into play mode, nothing happens, and the object with the shader doesnt fade, its still there no matter the distance i look at it from, why does this happen? (also, are there better shaders for this one specific purpose?) please dm or @ me if youd like to help as i barely check this server

silk gorge
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@ancient portal did you update to the newest version of the shader before asking this? And do you have any console errors before or after playmode that seem related to the shader or graphics rendering? And, are you using Unity on Windows?

ancient portal
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shaders are updated, no console errors related to the shaders or graphics seemingly, and yes i am using it on windows

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i asked a friend that is more savy on this than i am and he couldnt get the fade working on his own unity either, so im not sure if its something ive done or the shader itself (despite me not really doing anything or changing any settings for it to be an option anyway)

silk gorge
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interesting, I'm not familiar with the shader personally, but those were things to get squared away for sure.

ancient portal
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that would probably be a good idea, ill try it and see if i have any luck, thanks for the help~

rocky lion
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anyone else getting an error with poiyomi 5.3* on unity 2018?

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let me screencap what happens when i try to hit play

past pewter
near flax
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i believe you're looking for a triplanar projection shader

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be sure to read the README on how to set up a directional light for this

warm valve
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any of you guys getting these errors

steep swift
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@warm valve You may have an old shader like poiyomi's master shader in your project, or an old version of Reflex or Arktoon

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please delete old shaders and update to the latest (for poiyomi, you should be using Poiyomi Toon Shader)

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and then download ScruffyRules' material checker tool

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that will identify the bad material in your scene and fix it to remove keywords

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Then, you have to restart unity to get rid of the errors

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but do it in that order

light urchin
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@steep swift Scruffy's tool is also in the vrcsdk under Utilities

steep swift
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Well, even more reason to use it to fix keyword issues!

warm valve
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thanks @steep swift

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should I just delete every keyword from all my materials? @steep swift

steep swift
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@warm valve yes, every non-Standard keyword. let the keyword tool remove them... Standard shader keywords are allowed and removing those will break standard materials.

If you use the tool it will do it correctly

warm valve
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for some reason it doesn't detect avatars in my scene anymore

steep swift
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Did you try restarting unity after doing it

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Keywords will stick around until unity restarts

warm valve
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yeah I did

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guess I should try reinstalling vrcsdk2 again

steep swift
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Hmm? How would that have gotten broken. The avatars are enabled and have avatar descriptor? But the sdk gives an error? Or doesn't list them? Is it a world too?

warm valve
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doesnt give any error

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yeah got a descriptor

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gonna go sleep now will try again tomorrow thankies

proud willow
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Sorry if this is a common question but now that we're working in Unity 2018, can shader graph be used with vrc? Seems the required pipeline breaks the sdk's shaders

light urchin
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You can't use a different render pipeline than what vrchat is using

proud willow
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Ah ok

sullen oxide
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Super stupid question but I've never actually thought to ask: Can we make our own shaders with one of those shader node-graph builders? Or is it just HLSL/typical direct programming of shaders? I'm not looking to do anything too complex.

brittle plinth
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Depends on the node graph

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Amplify works fine, as do several other external ones, but the built-in Unity node graph does not

sullen oxide
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Ah, good info. I'm guessing the 3rd party ones aren't free. Which is understandable.

near flax
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shaderforge is free but it sucks compared to amplify

tiny fossil
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SIr? How can i append 'PBR Graph' in 'VRChat'?...

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Profile image is normally displayed but.. In-game avatar is pink..

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Isn't 'VRchat' compatible with 'PBR Graph'?

steep bear
harsh ember
peak heart
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always remember to use a shader that properly reflects the assets you're working with or the engine your assets are from!

#

unity standard is good if you're doing PBR pipeline stuff tho

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but if you're coming from a video game that definitely isnt PBR

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its a bad move

tiny fossil
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Thank you for your explanation. sir.

fleet nebula
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why is there no standard roughness set up in 2018??

light urchin
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It's called autodesk interactive now

fleet nebula
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the shader or is that a window

light urchin
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Shader

fleet nebula
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why change it like that

light urchin
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๐Ÿคทโ€โ™‚๏ธ

ripe idol
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@light urchin vrcHandWave

light urchin
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@ripe idol vrcHappy

lofty dragon
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@peak heart Is phong possible with your source shader? I've been messing with its settings for a while now.

proud willow
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Having no luck getting shader forge to work

peak heart
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@lofty dragon ya, set up the specular mask

frosty pebble
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Do someone know a shader that can make crystals glowing ? and not only activates in the dark

steep swift
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an emission texture should do what you want. did you try that?

frosty pebble
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Yeah i found some sorry i did not edi

marble tapir
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anyone know any good rain on window effect shaders that are free?
if not ill prolly end up making my own

cedar mango
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Hello , i'm trying to make a plexus particle system and it keep getting removed when i upload. is there any way i can get this to work?

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im using mirza's stuff btw.

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and it's for an avatar , not a world.

steep swift
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Particle Plexus is a custom script effect for recreating

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Custom script, nope

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HOWEVER... udonSharp can port some code over to udon so maybe there's a way to make it work there

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Oh not for a world, no

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I believe some member of the vrc community has made it: there was an example in ShaderFes so definitely possible

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You can generally do stuff like this if you sample a noise function because you can sample the same as the neighboring particles and guess who to connect to

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I think one of the ways people do plexus is each particle connects to each other. But you cannot have many particles in this case. It's what is known in the CS industry as an O(N^2) problem... far from the slowest thing but quadratic in time. Hypothetical example... if 10 particles takes 100 microseconds let's say.... 100 particles would then take 10 milliseconds per frame.

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@cedar mango

cedar mango
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i tried using the one shown on the Shaderfest world , but i can't get it working properly on particles, only on mesh

past pewter
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does anyone know a free shader that can hide your nametag and yourself?

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i mean that can let you vanish

gilded shale
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How does one make eyes glow?

static ibex
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Emission! Many shaders have an emission section (including standard).

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@gilded shale ! This goes more inro emission masks on the later half

gilded shale
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Thanks!

prime kettle
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does anyone know where to get that voxel box shader people use? like the one that makes your avatar into boxes (and for those who didnt know, yes, its a shader, i was talking to a guy who once had it, i dont think he has it anymore and i also forgot to friend him) ping if you know!

cedar mango
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@prime kettle Poiyomi has one on his patreon

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don't know if it still works since the new update so check for yourself

prime kettle
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aaa, patreon, is it a free post or a paid?

heavy flume
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I get poiyomi set up in unity but it comes out pink ingame

dim fern
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Someone knows if exists a Square Enix Shader or a shader for imitate the Square Enix shaders? In concrete, Kingdom Hearts or NieR Automata

median gate
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anyone have the shader that maps around surfaces so it looks like they're covered in something

dim fern
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Someone knows a water shader with objects interaction? I mean when you walk or touch the water, it starts to make little waves.

steep swift
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If you downloaded it from anywhere else, or if it came with your model, that might cause it to turn pink

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@dim fern You're looking for SilVR Water Shader. Check the prefabs database pinned in #world-development

shadow river
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what is an optimized shader for a volumetric fog look

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this is what I've been doing with stacked planes

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but i don't know if theres a better option thats drops less frames

steep swift
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@shadow river https://github.com/Xiexe/XSVolumetrics Has a fog prefab that you can use.

Performance-wise, it has a strong upside that it can show volumetrics of any density without extra overdraw. I've seen it used to good effect.

It has a one-time cost of running the Camera-Depth pass, no matter how many volumetrics you have (If you've ever had a light with shadows enabled in your scene, this is less overhead than shadows, but a part of it)

So if it's a small part of the world, and you don't currently have shadows - it might be worse than the particle version. However, if it's a major part of the world and you have lots of fog, it's probably a huge savings in performance!

In terms of appearance, it's not going to give the full fidelity of a moving particle fog cloud with all its layers... because you simply can't. If you truly want a volumetric cloud of fog, you have to render each layer in some form.

However, I think it does a really good substitute for dence fog, and nothing stops you from having a few overlapping layers of XSVolumetrics for some of that dense fog look.

gilded shale
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How do I shade the eyes of a character who is VertexLit?

steep swift
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what do you mean by that? Why specifically the eyes?

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Do you currently use a custom shader for the eyes?

gilded shale
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Or, just how to shade them in general

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I have a tattoo emission ready, eye emission ready, and clothes emission ready

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i just don't know how to use them

steep swift
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Oh you're using the shader called "VertexLit"?

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Unless you are on quest, I would suggest to use a more powerful shader

gilded shale
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Yeah, it's the only one that doesn't break my materials

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I use an MMD model

steep swift
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VertexLit is ugly, and the performance savings don't help on PC because PC hits bottleneck in other places

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VertexLit may be ignoring normals. If your models seem broken, it may be a problem with bad normals

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Can you explain how they are "broken"?

gilded shale
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Well, Basically, I use an MMD model. I had to bring an image onto a material and VertexLit seems to be the only one that works.

steep swift
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what happens when you use Standard?

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I know the shading won't look as nice as an anime style shading

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however, Standard should always look okay on non-PBR models

gilded shale
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It ruins the texture

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Completely

steep swift
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if Standard looks broken, then there might be something wrong with the model import settings

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screenshots?

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vertexLit and Standard. show the difference

gilded shale
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Gotta wait for my Unity to stop freaking out real quick

steep swift
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However, I'm going to guess it is something with normals.

To test if it's normals: can you click the FBX, go to the Model tab, and change Normals to Calculate?

gilded shale
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Also, I was creating facial animations and my character is now broke

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He's just doing the default unity pose

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humanoid*

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rip

brittle plinth
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That's just because of a difference in default shader properties. You can change it by fiddling with the glossiness and metalness/specular values

gilded shale
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Also, how do I get back into a tpose?

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And, what is the best shader that comes with base VRC?

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unity*

brittle plinth
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There isn't really a way to get it back into T-pose easily. When you're making animations, it's recommended to make them on a separate instance of the avatar and place them on the instance that's still in a T-pose.

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As for your second question, there isn't really a "best shader."

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It depends heavily on what you're trying to do and what sort of performance concerns you have.

gilded shale
brittle plinth
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Standard is recommended if you aren't really sure what you're doing, but there's other shaders pinned in this channel if there's a specific look you want or you need more control.

gilded shale
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And also, I was kinda wondering, how do I go and make the emissions?

brittle plinth
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Emission maps are supported by Unity standard and nearly all commonly-used shaders. On standard, just check off the option for emission and plug in the texture.

gilded shale
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Oh, i meant like how do i put the emission map on the avatar

brittle plinth
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What shader are you using?

gilded shale
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Standard.

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I have the emission parts and stuff ready to put on but I have no idea where to put them

brittle plinth
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On the material, there should be a checkbox for emission

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You tick that off and it'll give you a box to put the emission texture in.

gilded shale
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Also, I was kinda wondering, Does standard look better in game?

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It literally just looks like it took all my textures away and that's it lmao

brittle plinth
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As I said earlier, you need to change some of the values to make it look how you want

gilded shale
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Ah-

marble tapir
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anyone know of raindrops on windows shaders? i made a particle system but i think a shader would work better

steep swift
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@gilded shale did you try setting your normals to calculate in fbx import settings?

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Does your scene have a directional light?

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Make sure the texture color is not black. Click the color picker next to the texture and see if it has an effect

gilded shale
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Its fine I was just stupid

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I got it working and everything

sharp pike
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I wouldn't advise anyone to use standard shader in vrchat outside of creating your own worlds. There are far too many worlds with awful lighting (e.g. a single directional light as the only light in the world), baked lighting only (standard has no specular highlights unless there is a realtime light) or no reflection probes (metallic parts will show up close to black and smooth surfaces won't look reflective).
Pick up Toony Standard or reroStandard or one of the many toon shaders (most let you control lighting with a ramp texture, which you can make smooth if you don't want a toon feel).

steep swift
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@sharp pike Sorry if I was unclear. I do not suggest the use of Standard (or reroStandard etc) for that model. I think a toon shader would be more appropriate.

I asked to try Standard because he was experiencing unusual material problems, and Standard should work correctly. All toon shaders are based on or heavily influenced by the unity Standard lighting model, so it is useful to get things working there first.

Until you get things functional with Standard, you shouldn't waste time tacking on the bells and whistles: reroStandard or various toon shaders, since those will sometimes conceal problems in the test lighting only for them to pop up later.

sharp pike
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It's cool, it was more meant at BIOS

pulsar grotto
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Why does using shape keys cause my matcaps to change?
Animations do not have any material components added

sand kestrel
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@pulsar grotto Do they violently shift around as soon as a shape key activates? If so it's likely due to Unity 2018 handling blendshape normals differently. Enable Legacy Blend Shape Normals in your import settings and it should behave like it used to in unity 2017 and earlier

pulsar grotto
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Where would that be?

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let me send a gif of what I mean, one sec

sand kestrel
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Select the object in the project tab and it'll show in the inspector

pulsar grotto
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avatar is starting to upload, trying to cancel.

sand kestrel
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That definitely looks like the issue which should be fixed if you do what I said

pulsar grotto
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the legacy thing worked

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thanks

frank saddle
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How lovely. I was just about to ask about the mat caps and blend shape issue too. Thank you as well for the information Gallium.

pulsar grotto
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what a coincidence, lol

steep swift
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Kind of, but given that almost all VRChat avatars use blend shapes for visemes, and default unity behavior is this broken calculated blend shape normals, and this obscure checkbox is hard to find.... I'd guess literally every vrchat user is going to make this mistake unless they read here

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Most won't notice and will just end up with a 100MB avatar asset bundle

velvet sorrel
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@sharp pike The solution is for people to improve their world lighting. People are making new avatars all the time. But people should maintain their worlds.