#shaders

2 messages ยท Page 17 of 1

worldly fiber
static ibex
#

I would recommend putting a reflection probe in your unity scene (in the lighting section) and make sure the cube goes over your avatar. Then you can put a cubemap in the reflection probe and it will show you how itโ€™ll look with actual reflection probes!

#

And itโ€™ll help figure out what needs to be changed to fix it and such

worldly fiber
#

I have never worked in unity before, how would I go about doing that?

#

I am familiar with most terminology, Ive modded games in the source engine for 12 years or so

#

just dont know anything about unity itself lol

static ibex
#

Valid! so in the top bar there's a thing that says gameobject

worldly fiber
#

alright so I have that spawned in and the box is around the model

#

do I need to provide a cubemap texture for it? I have quite a few on hand

static ibex
#

Yep!You click on it and there'll be type. Currently its set to baked, but you switch it to custom, and it'll let you put in your own cubemap

#

if for whatever reason due to unity funkiness one of yours doesn't work, you can also hit asset store and search for all skys free. Buncha good skyboxes that r good for testin

#

(though if you put it in a world you usually have to delete the scripts inside or else the sdk can't compile them)

worldly fiber
#

Im not really noticing it do anything?

static ibex
#

Hmm. Try selecting your texture in your assets (window below) then on the right change it from 2D to Cube?

worldly fiber
#

oh lol thats because reflections are turned off on the model's materials

static ibex
#

Oh!

worldly fiber
#

but it really shouldnt be this way

static ibex
#

yeee I've been playing with specular as we've been talking and it seems like it just naturally makes everything the same level of shiny

worldly fiber
static ibex
#

so possibly we could try switching your materials to standard, and putting y our specular in the metallic slot?

worldly fiber
#

you can do that?

#

worth a shot

static ibex
#

As long as the lighter parts are the shiny parts it should work!

worldly fiber
#

no that looks the same still

#

I am so confused

#

actually its even more shiny on standard

static ibex
#

Huh. Lowered the smoothness?

worldly fiber
#

that will help, but it will still be shiny on parts I dont want it to be

#

and it will lose any sheen in certain worlds

#

wait

#

does a specular map need an alpha channel?

static ibex
#

I don't believe it should

#

the white and black image i shoved on my model to test seemed to work out

#

could though? checkin now if the images im usin have alpha

#

nope they dont

worldly fiber
#

okay

#

I am at a loss here

#

so I know that the spec maps are indeed working

static ibex
#

here's my settings if it assists? (don't mind how garbage the shiny and lack thereof looks, i just shoved a rlly big noisemap on there

#

And you applied it to all your materials? like all all of them (it looks like you were looking through the materials on the body so that should be good but double checkin-)

worldly fiber
#

what do you mean applieed it to all my materials

static ibex
#

like all of your materials now have the specular in the metallic section

worldly fiber
static ibex
#

Double check that, in the specular map, those cloth sections are entirely black. this should stop reflections to those areas. (and to lower reflectiveness on other parts you can darken the rest of the map too in an image editor) This doesn't affect specular highlights it looks like though. Gotta change those by either lowering smoothness or disabling them in the material the cloth exists on

worldly fiber
#

the cloth and armor share the same sheet

#

the armor is more reflective on parts where the specmap is white, so the spec map is indeed working

#

well "working"

#

lowing the smoothing only removes it if I out the smoothness to zero, removing all reflections from everything

#

which is less than ideal

#

everything looks to be set up exactly right. yet it is not working

static ibex
#

Lowering the smoothign all the way down shouldn't be removing the actual reflections? maybe make it darker but that's it. it mostly just shrinks or grows the specular highlight (cuz smaller specular highlight, shinier it looks. Bigger, less shiny it looks)

worldly fiber
#

I see

#

okay its just very subtle

#

this kind of fixes my issue

static ibex
#

Sweet!

worldly fiber
#

however when I join certain works, all specular highlighting and normal mapping is gone

#

but I have avatars that dont lose that

static ibex
#

Yeee that has to do with my second answer above. Some shaders have those backup probes, so if a world doesn't have them, then it puts in its own so you're still reflective. You can also make it so that's the only reflection probe ever used on that avatar

#

usually done w/ shaders like rero standard if you still like the standard look

worldly fiber
#

okay thanks

static ibex
#

Welcome!

worldly fiber
#

I mean its crusty and from a ps3 game

#

but its shiny

static ibex
#

Oooo pretty!

worldly fiber
#

and I wanted a similar effect on my model

#

if this was the source engine it'd be very simple for me, but I am new to this unity thing haha

#

Im just used to textures having script files with everything right there and editable

#

okay, wow, I feel REALLY stupid right now

static ibex
#

I also think their smoothness is lower so it takes in light nicer, not just from the probes

#

And you're valid! We're all learning! your previous knowledge should still assist you here. Just gotta translate!

worldly fiber
#

so Im fiddling with the specmaps, and I could have the nice sheen like I want when smoothness is zero, but the specmaps are mostly grey, not white

#

so it was working fine the whole time, just the specmaps werent setup for the effect I was trying to get

#

I do apologize, that is some user error on my part

static ibex
#

OHHHHHHHH

#

You're valid! I'm glad you figured it out!

worldly fiber
#

yeah but I wasted y'alls time, I feel a bit bad

static ibex
#

I learned some things too about how standard shader really works and the difference between smoothness and metalness

#

nah ur fine its not a waste

#

it's an interesting problem and i'm glad you figured it out!

worldly fiber
#

it helps that I havent worked with specmaps all that much haha

#

I mostly work on normals and phong maps

#

and let the vmf file handle how extreme the phong is. I only used envmaps in really specific scenarios

#

I made this pistol texture, and I'm going to convert it to unity later as a prop for an avatar

#

all the gloss is phong, which I really dont think unity uses

#

so its going to be bizarre trying to get that set up properly

static ibex
#

Oooo! nice!!

#

And it sounds like it's gonna be very trial and error to figure out how to visually convert it over. Hopefully it's not too bad to figure out though!

formal scroll
#

im tryign to setup a shader that can show in the inside of a sphere

#

specifically a rainbow

#

does anyone know any shaders i can make this work with?

uneven loom
velvet sorrel
#

@worldly fiber The Alpha channel of the specular map controls Smoothness, so if your map is opaque, the material is full smoothness

#

If you have a part that's fully reflective but typically doesn't receive light, you can use occlusion map to control the strength of reflection and ambient light it receives

#

In general, things that are possible in older engines can be converted to work in PBR. But, here are some quick tips

  • Standard's energy conservation means the more specular an object has, the less albedo/diffuse lighting it gets.
  • Smoothness controls the glossiness of a surface, and it's used both for sampling from the reflection probe (environment map) and determining the sharpness of highlights from direct lighting
    I've written up a guide on Standard here, as well
    https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Standard
worldly fiber
#

Thank you for the tips

fringe sand
#

There is also a Source Engine based shader that can make use of some of the vmt values.

hasty raven
#

good to know

#

ya know, after all this time, I still feel like I need more practice on modeling

civic onyx
#

anyone know why there's a difference in shader colour between the main part of the face and the stripe across the middle? the stripe is a separate part of the mesh that comes forward when used in emotes, and all of the settings are identical between the main part of the face and this expression plate

#

using Xiexe Toon 2.0 Outlined for the face, and Xiexe Toon 2.0 Transparent for the expression plate

#

i can't use outlined for the plate as it make it look a lot worse

#

i can share all the shader settings if need be, but there's a lot lol

brisk gull
#

Because of the transparency leaking onto the face below, I have to assume. Think of it like using layers in photoshop, if something has more than 0 opacity it affects underlying layers. Here is such a case.

#

Can you show the texture settings for the expression plate as you call it @civic onyx

civic onyx
#

it might take a few pictures, there's a lot of them lol

brisk gull
#

I mean... only one should suffice, but, you might as well show all if you want.

civic onyx
#

wait texture or shader settings?

brisk gull
#

Texture

civic onyx
#

oh of course

brisk gull
#

okay... and shader?

civic onyx
brisk gull
#

Can you show the settings for the main face too?

#

Or try switching the main face to transparent too. That'd be helpful.

civic onyx
brisk gull
#

To see if its the shader or texture

civic onyx
#

ok i'll try it as transparent

brisk gull
#

On the expression material, make rimlight black

#

(or put intensity to 0), that should be the thing that causes the white rims that cause the lines.

civic onyx
#

where? in the texture file?

brisk gull
#

Shader

#

Rim lighting

civic onyx
#

thats with 0 intensity too

#

i think it's just an issue with that shader, i switched it to a transparent one from a different set and it looks fine

brisk gull
#

It's probably that the edges of the texture isn't fully transparent. That's my guess.

civic onyx
#

i think you're right

#

i'll test it in game with this other shader though

#

thanks anyway :)

steep swift
#

@civic onyx the shader has a link to the discord. you can also try asking there

civic onyx
#

good idea thanks :)

alpine lake
#

hello there fellas, got a quick question and i t h i n k it belongs here but i may be wrong. im working on creating a crystal shader using shader forge, the goal is for it to have some depth to it and illumination. now ive been able to figure out the basics at this point, but i cant seem to find any tutorials on how i might go about setting up the depth part. i know this project is a bit ambitious for a first time shader, but either way i will learn along the way. if any one here knows about any good tutorials on the whole depth thing, just @ me. thank yall for your time and good luck.

bright delta
#

Everything is fine up untill I get in game and this happens

#

If anyone has seen this before or knows how to fix it I would appreciate it

hollow plover
muted osprey
#

The cosmic part of it is just the texture from what I can tell. You can accomplish this with a simple skybox shader

hollow plover
#

But that one is animated very cool

#

it looks like a lot of particles and i have seen it in a lot of avatars

muted osprey
#

Ok well a picture doesn't show animation

#

You could probably accomplish this easily with poiyomi shaders with a combo of stencil and flipbook effects

tame remnant
#

I'm going to model some props made of glass (like drinking cups and stuff) and want to go for realism. Any recommendations on techniques and shaders to make it good but still friendly to performance? vrcPerfExcellent

steep swift
hollow plover
#

Thank you very much! awesome!!

faint plaza
#

i was wondering if there was a shader that makes the model look flat, ala mr. game and watch

#

i bring this up because uh

#

these guys are similarly flat

#

i've seen it before but i haven't been able to find it

hollow plover
#

i think you just need to upload the avatar scaled .0001 in Z axis and thats it

last nexus
#

@steep swift

steep swift
#

@faint plaza My git repository at https://github.com/lyuma/LyumaShader has script that modifies* avatar shaders to make the model appear flat

  • Does not work on all shaders: has trouble with shaders which import pasess via UsePass
  • Will not adjust shadowcasters via UsePass and Fallback directives.
faint plaza
#

oh wow!!!

steep swift
#

This shader will flatten the avatar, either billboarded to the eye, or along the facing direction.

It also includes a "Z correction" factor to prevent z fighting

faint plaza
#

OH YES

#

you are a total lifesaver

#

that'll make these little guys look SO much better!!!

#

when i make the world these avas go in im gonna definitely credit you

steep swift
#

With the release of Unity 2018, I theorize that you may be able to achieve a similar effect by using a proxy armature, a set of constraints to copy bone transforms, and a scale transform to scale the proxy armature to 0 without interfering with IK or dynbones... but there is now ay to fix Z fighting without a shader

#

hehe hope you enjoy

#

a couple more notes:

  • see self in 3d = this can be a bit glitchy. it checks if you are looking out from the middle but depends on head position.
  • the center point is determined by the Root Bone setting in the Skinned Mesh Renderer. if Hips is giving trouble, you can try other bones here
faint plaza
#

got it!

#

again tysm

faint plaza
#

@steep swift sorry to ping, but do i add this code to the shader of my choice?

#

or do i simply use the simple 2d shader?

#

because the drop shadow works, but the simple2d doesn't

steep swift
#

oh it adds something to the little gear menu on the top right of the material to 'make 2d'

faint plaza
#

ahhh

#

OHHHH

#

THANK YOU

past pewter
#

anyone have a selfie cam shader like what lolathon uses

steep swift
#

The camera itself is super simple:
Camera, set Target Eye = None, leave Target Texture blank (render to screen), Set clear to Solid Color and the color to black and 0 alpha (RGBA 0,0,0,0), set layers to none and then only add MirrorReflection layer)

#

and then it's just a matter of positioning it right

#

If a camera is just for you, leave it enabled, but do not use an animation to toggle it

#

if you ever turn a camera on using an animation, your friends will see it as well, which can be useful at times but it depends

past pewter
#

oh ok thanks

#

Set clear to Solid Color
im confused

#

where do i set clear to solid color

#

oh

#

im dumb

steep swift
#

Clear Flags I meant

#

actually Don't clear might work better

#

since you want transparent

#

I think you want solid color if you use Target Texture... and don't clear if you go directly onto the main display (target texture is none)

#

once you have it set up, you can play with is setting it to Orthographic instead of Perspective, or changing the FOV / clipping distances.

past pewter
#

where is the layers part

#

i dont see it

#

lyuma could u make a unitypackage with prefab of a camera

#

already set up

#

because im dumb

#

why is upside down on the side

#

and everytime i click on it character shows up again but upside down

steep swift
#

@past pewter layers is the "Culling Mask" menu

#

it's confusingly named, but that's where you pick which layers you want to render. I'd turn everything off to start with...

Default, Environment: the world
UI, UIMenu: ui and stuff
PlayerLocal: only your own avatar, but head chopped off
MirrorReflection: only your own avatar, with head
Player: everyone except the local avatar

#

so for this sort of thing, usually you only choose MirrorReflection

past pewter
#

?

#

i dont see those options

neon herald
#

so look for pixel polygon shader

uneven loom
#

@past pewter The first time you try to upload a world, the SDK will ask you to click a button to automatically setup all the VRChat layers

#

Do that and then you will have those options

past pewter
#

is this setup correctly

near walrus
#

My computer Using Intel HD 400 Graphics is that anygud?

astral plover
#

Anybody know if Error.mdl's HUD shader works on Skinned Mesh renderers?

neon herald
#

@near walrus i don't think so? that can't run Intel HD 400 Graphics. you need get amd or nvidia Graphics card.

true kernel
neon herald
#

can't run on vr chat with Intel HD 400 Graphics well burning

true kernel
neon herald
hollow plover
past pewter
fluid meteor
#

Hey does anyone know this hair ring shader that this world uses?

grim compass
#

So when...I am currently working on an avatar where i want to make a glowy effect around them but i have no idea what shader to use on my particals. This is what I ahve so far and it is basically going to be a jojo bizard adventure like avatar and i am trying ot make the stand "glow" as it were. How do i go about this?

muted osprey
#

You could accomplish this with default particles emitting from the mesh, or even just a glow effect on a poiyomi shader on the mesh if you don't necessarily want it to be particles

grim compass
#

how is this done? i hae to admit i am kind of dabbling into new territory here but im very earger to know how

#

Like under special effects of the Poiyomi shader ther is a "special effects" portion and i guess i want "emission/glow"? but that seems more the avatar is creating like not having like a glowing outline

brisk junco
#

A glowing outline sounds easy to program but idk which shader would have it

#

Oh ok, if you choose advanced outline in poiyomi, there should be an "outline emission" option under outlines

#

Outline distance fade also looks like a cool option

grim compass
#

can you take a screen shot of wher said option is per chance?

#

sry jsut having trouble finding it

brisk junco
#

You need to pick one of the outline ones for outline

#

Probably outline cutout

grim compass
#

aaaah i se eit now ok...ty

brisk junco
#

Then the outline options will be in the menu

#

In the editor i mean

grim compass
#

now also i assume by doing this it will prevent partical from blacking the view of the avatar maybe from Special particals?

#

or a Partical system rather

warm vine
#

hey does anyone know of a cutout shader for quest, specifically for leaves?

halcyon dove
#

Cutout / Transparency isn't supported for quest, materials that would have this need to remade to not require them.

warm vine
#

thats what i thought, but i also thought..maybe. thanks

dry basin
#

How do i know if the shader code is not made for vr?

granite coral
#

There generally isn't a hard "for VR" or "not for VR" thing, but more expensive shaders are generally not good for VR rendering because of the rendering limitations

#

unless VRchat has some specific limitations that weren't there last year when I was making avatars

dry basin
#

So my question is basically a Shader and animation question but I have a Shader called the screen overlay and whenever I play my animation in one eye I see something and then the other eye I see something else it's not together so I wasn't sure if this was a Shader issue

granite coral
#

Ah, gotcha. Screen overlays are a whole different animal.

uneven loom
#

Try it out in VR and see if one screen renders a different image than the other

granite coral
#

Can I see the shader code? I don't know much about current VRchat implementations but I might be able to hlep anywho since I am very familiar with shadrs in VR

uneven loom
#

Screen overlay shaders and especially water shaders seem to not be VR compatible

granite coral
#

You can make them compatible depending on what they're doing, even if it is a bit wacky to do it

#

some of the default matrices that are grabbed are incorrect if the shader is asuming non-stereo rendering

dry basin
#

So maybe instead of screen overlay try docme? Or another one

#

I think that one is good i dont think i have had a problem with docme shader

#

If I was good coding I would be able to try and fix it but I haven't coded anything in a long time

granite coral
#

If you link the script/shader I can take a crack at it

dry basin
#

I actually just turned off my computer and im done for today I will pm you, tomorrow when I get on I will send it to you, ok?

granite coral
#

Sure, that works for me

timid crag
#

how can I do it?

#

the white lines

uneven loom
#

What's that file?

timid crag
#

a picture of an avatar

uneven loom
#

Has no file extension, it's not really a picture tho?

timid crag
#

that's weird

muted osprey
#

I wouldn't click on that file link if i was any of you

#

send the picture as a screenshot @timid crag

timid crag
#

Ok

#

How can I do it?

grim compass
#

speaking of im taying to make this particle not overlap the avatars and also they appear on the avatar menu the partical system but not in a morror?

#

and the text also appears fine in the menu but is jsut white in the mirror?

timid crag
#

@timid crag Its and outline shader from Poiyomi Shader Pack
@grim compass thank you very much :3

livid anvil
#

Im working on blender and im using the cycles shader but its so grainy. It processes up to a certain point where it just keeps the grainyness

livid anvil
#

Found it out. Used the Intel denoise function with the render.

vapid inlet
#

does anybody know of a black and white overlay shader besides cancer space because I can't seem to get it to work in unity or vrchat

#

And by overlay I mean if you put it in front of an object and only turns the objects behind it black and white

#

If anyone has a link to a version of Cancer space that actually worked I would appreciate it

proven flare
#

Is there any shader good for skin?

proven flare
steep swift
proven flare
#

Thanks @steep swift It looks just like the previous shader I was using but better!

unreal mauve
#

People don't know how to properly light their worlds, or the world has baked lighting. @proven flare

grim compass
#

So i am trying to have this gif float around my avatar (making a jojo stand likt avatar obviously) and im trying to have only the letters show

vapid inlet
#

does anyone know what setting i should change to make cancerspace not render through objects and only affect objects behind it

grim compass
#

see i sue the method in that seoncd video adn it didnt work for seom reason

grim compass
#

when i open the gift in photoshop the frame are in png so it shoudl be there

idle pond
#

@grim compass Using Poiyomi for the gif, but its in transparent. Use cutout as it will delete the background

grim compass
#

got ya...ya that worked

jade oriole
#

Poi shader for gif/movies are massive in size compared to a spritesheet, unless theres a way to compress them, 1 of mine if 41mb vs 2mb spritesheet

fleet nebula
#

thats vilars eye shader

scenic anvil
#

well that doesn't look healthy

fleet nebula
#

some worlds it isnt broken in

#

which is weird

past pewter
#

@grim compass try to use poiyomi flipbook on it and set it up to how you have the gif to be such as frames

steep swift
#

That shader has a bug in its add pass that mixes up varyings between vertex and fragment

#

I'm guessing ... got a link to the exact version you downloaded?

scenic anvil
#

Anyone know how to change the render queue of a shader so objects in the world don't cut through it?

#

doesn't look like I can set it high enough inside Unity

steep swift
#

Which shader?

#

Render queues should work fine up to 4000.... and if you need to go higher, you have another problem

#

Because it sounds to me like the problem is related to z buffer

scenic anvil
#

It's called "Galaxy Shader"

#

I'm trying to apply it to a sphere/cube/whatever, activated with a gesture, just want it to override objects in the world (besides other users). Not sure how.

steep swift
#

The floor is easy: just move the box so the bottom of the box is slightly above the floor, like 0.001 meters

#

But the bigger question of how do you cover up world geometry only, without covering up players is tricky

scenic anvil
#

a friend told me "all" i had to do was set the shader itself (via a script or something) to have a render queue of like 100,000, which would override everything. Probably including players. So, rock and a hard place.

#

I could move the box a bit up off the floor, I have tried that, trouble is that it's connected to my avatar in a way that moves the box with my head. Not sure how to fix that either. Probably easier to figure out though.

#

so if I look down it clips back into the floor ๐Ÿ˜“

#

Freezing Y rotation shouuld fix that, I think NOPE actually yes

steep swift
#

To lock the rotation, add a rotation constraint, put itself as a target, set weight to -0.5 and check lock and then check is active.

#

It's a weird thing of rotation constraints that for some reason any amount of negative weight locks rotation in world space

undone bay
#

Wait, any amount locks it?
Well that's gonna be a problem, how we gonna make things spin the opposite direction of the parent

steep swift
#

I found an approach for that that works around one axis

#

Also -- if it's a shader you can flip it in shader

#

Basically parent constraint copy position and freeze only x; and a position constraint freeze only z with negative weight, have an object 1 unit away in z and a lookat constraint to look at that object

#

But it only spins opposite on y axis

lucid spindle
#

would anyone happen to know how to sample the directional lightmap in amplify? i know how to get the regular lightmap but it seems you cant grab the directonal one the same way

south thunder
#

Hii! Just wondering if anyone knew where to find those shaders that turn whatever you place it on into a galaxy? (for avatars, not worlds!)

steep swift
south thunder
#

OH thankyou so much omg!

#

how do i.. go about replacing the code exactly? ^^' sorry, very new to this!

steep swift
#

if you download my version, it should just work

#

the original version came from the unity asset store -- meant for a skybox

south thunder
#

from what i can see theres nothing to download there, just code ovo'

steep swift
#

save as, put into the unity project

south thunder
#

ill give it a try-!

steep swift
#

make sure it saves as .shader not .txt

south thunder
#

ohhHHH perfect omg! thankyou so much!

proper ferry
#

Am I able to ask someone to make me a shader? Either that, or can someone point me in the direction of the following?

I need an outline, similar to Syn's Unity Shaders Toon Outline, but thicker. I also want to make everything except for the outline translucent.

I know I'm not very good with describing things sometimes, so my idea for the avatar is a slime-person-esque avatar, so maybe that will carry along better than my description

upper frost
#

usually there's an outline width property

#

and everything except outline transparent, could change blendmodes

steep swift
#

if you want to exclude the main mesh, you make sure the main mesh is first, and then add the outline as a second pass (outlines should be drawn second anyway, so as to reduce overdraw)

#

and then you can make the main mesh just do a stencil prepass:

Pass {
     Stencil { Ref 123 Pass Replace Comp Always }
     ZWrite Off
     ColorMask 0
     ZTest LEqual
}
Pass {
     Stencil { Ref 123 Pass Keep Comp NotEqual }
     CGPROGRAM
... outline code here ...
     ENDCG
}
#

Actually - you can do a depth prepass instead of a stencil prepass

#

Here's how you do a depth prepass

Pass {
     ZWrite On
     ColorMask 0
     ZTest LEqual
}
Pass {
     CGPROGRAM
... outline code here ...
     ENDCG
}
#

And then there's the concept of using the mesh rim/"fresnel" as a sort of outline

digital halo
#

how do I go about fixing this?

#

It's not allowing my post processing stack to run. :(

twilit herald
#

Does anyone know how to make shaders respond with music?

steep swift
#

For avatar player voice: you can use the blendshapes as input...

#

For avatar or world animations, you usually use a keyframing tool to do that for you

#

There are some paid tools to help you do this, for example search for surfknasen

twilit herald
#

I'm new to this animation thing

#

And I'm kinda just wanting shaders to work on a avatar so when triggered it will cover the screen with eh shader and will work with the beat or something

#

But I'm new and I have no clue been searching but can't find anything or I'm just not looking in the right places but I'm out of ideas atm

#

I'm just asking for help at this point anyone

steep swift
#

I gave you a specific tool suggestion, but it's paid

twilit herald
#

Sorry for the ping didn't mean too

steep swift
#

and it's not the whole story

#

if you want screenspace effects, there are a few free options out there for example redmage

#

but there's a lot of nuance in how you use them, and doing manual work lining it up with the music as opposed to just being automated and boring

#

you might also have more help asking in #animation because in many respects it's an animation question more than a shader question

twilit herald
#

Oh okay

steep swift
#

the shader related thing here is just going to Some Mesh and animating Material._SomeProperty in the animation track\

#

you can animate any shader properties

twilit herald
#

Okay thank you tho but I'll have a look at some of the things you said

shut robin
#

I need a simple textured z-write shader

digital halo
#

How would I go about fixing this console error?

steep swift
#

delete the PostProcessing folder in Assets inside HologramShader-master

#

if you need postprocessing in 2018, you need to install from package manager

digital halo
#

@steep swift Which version do I use? 2.3.0?

steep swift
#

sure..if that's what is in the list

vocal loom
#

Which poiyomi shader makes textures double sided?

light urchin
#

@vocal loom all of them have double sided just change the cull setting under rendering options

vocal loom
#

Ok ty

restive badge
#

Does the Particles Additive shader not work in VRChat? My particles aren't appearing in game.

#

Ah, wait, maybe its because the particle is on my hand and I have to add a constraint to it to make it appear where I think it should be appearing...

gentle marsh
#

Is there a way I can set an emissive shader on the eyes of an avatar without washing out the iris? When it's set to white with an intensity of 0, the puils and iris are completely white

runic cave
#

use a mask on the texture

gentle marsh
#

Would that make the retinas glow but not the lens area?

runic cave
#

if you use poiyomi it should have a mask option and then make a texture that has black where the pupil is and white where you want the emissive parts to be and then put that under the mask option

#

in the emission section

gentle marsh
#

ah, so basically it'll wash out anything that's unmasked

light urchin
#

Use the main eye texture as the map

gentle marsh
#

should I bet using poiyomi? I've been using the standard shader

runic cave
#

anything that's white on the mask will have the emission and anything that's black will not

#

I personally like poiyomi, but that's your call on what you like more :)

light urchin
#

I wouldn't really do it like that just using the emission map would be better bet than a mask

gentle marsh
#

There are also a bunch of options for poiyomi. Which one do you prefer?

#

I can try that too, @light urchin , thanks

light urchin
#

Opaque if you are doing non transparent or cutout stuff

runic cave
#

yeah

gentle marsh
#

there's like a billion options. I suppose I sh ould find a video or existing example

runic cave
#

are you trying to find a download for it?

gentle marsh
#

naw, I have it already

runic cave
#

then just use opaque, usually

light urchin
#

Poiyomi > Toon > Advanced > Opaque

gentle marsh
#

Ya, I just mean there a million options for the shader

light urchin
#

Did you find it from the location in my last message?

past pewter
#

LGBTQK

modest smelt
#

Question: I'd like to be able to use MatCap shaders to present some psudo-reflections, but, being that this is VR, tilting your head from side to side results in some odd results

#

Tilting your head from side to side IRL wouldn't make a reflection tilt like that. Are there any VR-friendly MatCap shaders out there?

steep swift
#

Which shader are you using? I would use a vrchat supported shader such as synergiance , xstoon, silent etc.... those all support matcap and are designed for vr

modest smelt
#

Currently I'm using "MatCap Shaders Pack by Jean Moreno."

steep swift
#

Doesn't sound like something I've heard anyone else use in vrchat so maybe try a more widely supported shader

modest smelt
#

I'll see!

steep swift
#

I listed some. Also check tupper's pinned message

modest smelt
#

Thanks!

solemn atlas
#

Just a general question, i have been using the https://vrcat.club/threads/errors-hud-shader.2210/ shader for long while now. But i have also seen people put fps counters and room time on there avatars hand/body. Is this shader also publicly available?

halcyon dove
#

Poiyomi Toon Shader can do FPS counters and the amount of time you've been in a room on the characters body / mesh.

solemn atlas
#

Thanks, checked there github looks like thats what i was searching for !

compact hinge
#

Is there way to make translusency and refraction in unity?

hushed hull
#

could someone recommend me what shader or shaders to use for my avatars?

steep swift
#

Check tupper's pin. Lotsa good shaders around. If you have some more specific requests or try one and want a different look, ask here

#

Maybe worth mentioning Poiyomi, Synergiance, ACLS

hushed hull
#

Thanks

cloud linden
#

Hey friends. So my world is almost done, except for my water shader just refusing to actually work. Is this a viewport issue? When loading into it, its just like an invisible plane. There's no script attached, just a pure shader.

#

I have tried playing with the render queue a bit, but I dunno

steep swift
#

@cloud linden which water shader do you have?

Does your world follow the required steps to enable the "depth texture" / does your world have a realtime directional light with shadows enabled?

cloud linden
#

Hello @steep swift , I've been just going between any non script water shader, really. I'd prefer Silents, but I also tried nvjob and RED. The last things you listed, I have no clue about. So I probably should learn what that is! ( The depth texture stuff. ) I've also been using just baked lighting, but I believe the default lightmapping is directional?

near flax
#

^ instructions for enabling depth texture

cloud linden
#

You're the best, just started trying to look this up.

brisk bronze
#

And where I can find it?

lethal rock
#

As far as I can tell that's just a regular toon shader with outlines

brisk bronze
#

look really closely, it's a manga/comic book shader.

true kernel
#

dang that looks awesome, interested to see if someone can find it

lethal rock
#

oh wait you're right, I wasn't zoomed in, I'm not sure what shader that is but it looks like something KittenJi had

brisk bronze
#

hmmm

#

I think it may be a paid patreon shader, but I forget who made it..

undone bay
#

Huh, wonder if you can achieve this with poi

brisk bronze
#

I've done a bit more digging and found out that it's some sort of halftone shader, still can't find which halftone shader it is, but you may be right that this can be done with poi's shader.

#

update: just asked poi, they said it's not possible.

royal drift
#

does anyone have an idea for a cool shader for the edge of a sword?
i was gonna go with a disolve one but i cant get it to work

past dirge
#

@steep swift Could you help me with it.

#

The avatarcam shader.

steep swift
#

@brisk bronze it's a custom shader by Kittenji. I only know of a few models using it and that is one of them

#

It is a really beautiful style

#

@past dirge what have you tried so far? What is the working?

#

You're supposed to have a camera on your avatar and a render texture put into the target texture slot. Have you done all that?

past dirge
#

oh hold on

#

@steep swift

#

Soo

#

Can I have the "Main Camera on my avatar

#

??

steep swift
#

Just make a new camera

past dirge
#

Done

steep swift
#

Gameobject menu-> camera

#

Make a render texture asset

#

Put the texture into target texture on the camera

#

And also into the texture slot on the material

#

And put the material onto a quad

past dirge
#

Uuuh, do you think you can show with pics?

steep swift
#

Everything i said you can make with right click new stuff

#

Which step are ya stuck on

past dirge
#

umm what is gameobject menu?

#

I don't have that

#

I meant I do have gameaobject

#

but not a menu

#

or youi mean this?

#

im now on "put the texture into target texture on the camera"

past dirge
#

@steep swift ?

steep swift
#

Go to project assets window

#

Right click create new Render Texturr

#

Drag that texture into the camera you already created. Also put the same render texture into the material

brisk bronze
#

@steep swift do you know if it's available anywhere..? I tried looking on a few sites that sell shaders but couldn't find it.

steep swift
#

No, it is not available anywhere

#

I'm kind of guessing here... The effect is an outline with some noise applied to the vertex positions, and the outline pattern could possibly be sampled similarly to a panosphere (like in NoeNoe's shader)

Would require some creativity of course but it could be replicated.
Or you'd have to ask the author

past pewter
#

does anyone have a fur shader they could give me?

steep swift
#

I'd lookup XSFur

#

But it's not free

pallid hinge
#

Anyone know of any underwater shaders?

steep swift
#

A lot of people use a Post Processing Volume not set to global for the underwater effect : blur (depth of field) and color grading - it will activate when you hit the volume

#

I think silent's shader supports the water surface, and then there is also the question of caustics if you are looking for that

#

If you want a complete package, RED_SIM sells a water shader with underwater effects including caustics on their patreon. They also have a free shader but no underwater

pallid hinge
#

Post Processing Volume.. That's actually a good idea

lethal rock
#

Ooo I really ought to get my fur shader out there, still needs some work though

steep swift
#

*dies in face full of floof

lethal rock
#

No donโ€™t die!

analog swift
#

is there a way to reset every single shader setting modified on an avatar

#

easily

#

(when you change shader and change back the settings stay )

brisk gull
#

Top right. Cogwheel, reset.

past pewter
#

So im Trying to make a Shader to read textures in a way to be able to use Call of Dutys Texture set, without having to rip the textures apart by hand, but im having an issue the normals seemed to be weird on one side of the model only any help here?

#

Like certain Channels like the green from the "normal map" need to be inverted due to Dx12 Rendering or something like tha, but i have 0 clue why the normals are so "crunchy" nad darked only on one side

past pewter
#

Figured out it ignore my stupidty

neon herald
#

so i not how make blurry on camera

shadow river
#

how do you fix errors like this?

#

this shader works in another project

#

the project also is on the same unitybuild

steep swift
#

While it does sound like a problem with your unity installation, it could maybe be caused by completely corrupt project settings, or using the wrong render pipeline perhaps.

VRChat uses Legacy render pipeline, not scriptable render pipelines such as HDRP, LWRP, URP etc

#

to fix this at any rate, you probably need to create a new project. you can export assets and import them into the new project

manic turtle
#

Hey Im currently creating a model in blender. Can someone tell me if i shade in unity or blender?

sturdy reef
#

the shader that i used isn't even that complicated i just don't think that i'll be able to replicate it because i've never even opened unity...๐Ÿ˜…

#

i don't even know what version i should use to export models to vrc

remote bloom
#

what shader is used for windows or glass?

steep swift
remote bloom
#

ohh nice thank you lyuma! i knew there was one, but i checked everywhere else and couldn't find it

red lodge
#

what is cubed shader?

lethal rock
#

CubedParadox/Flat Lit Toon is a deprecated shader that you shouldnโ€™t really be using anymore. Viable options today are, XSToon, Silentโ€™s Cel Shading Shader, Synergiance/Toon, and a few others.

brisk gull
#

Or it could be a cubed shader. Like... Shader^3

steep glade
#

Can I make my avatar immune to map lighting ? I tried disabling Light Probes & Reflection Probes in the Skinned Mesh Renderer but it is not enough...

brisk gull
#

Unlit shader

steep swift
#

"""""immune"""""

#

@steep glade note that unlit shader will make you 1.0 level brightness, which is too much in some maps, but also not enough in others. HDR defines an arbitrary scale of brightness, and depending on exposure levels of the world, it may be expected that you exceed 1.0 brightness in order to not be washed out. So there is no true "immune". Unlit will put you at 1.0 which is a good guess I suppose... but expect to be blooming in some HDR worlds and washed out in others

grim wren
#

Does anyone know what the cause of shaders turning on and off on their own for some people but not most? Ive had two people tell me this and one of them showed me and I cant figure out the cause. vrcThinking

steep swift
#

Safety system can cause avatars to use default shaders... I've seen cases where it gets confused if you recently changed safety settings - having them click you and click show avatar is a good bet

grim wren
#

I'll have them give that a shot next time glad to hear its potentially on their end and not mine

past pewter
#

Does anybody know a shader which would be good for making a blade of a sword look clean and shiny?

near flax
#

matcap shaders are usually pretty nice for shiny metals

past pewter
#

Alrighty thanks imma try that

stable summit
#

can any one help me with my shaders on my carecter

lethal rock
#

can any one help me with my shaders on my carecter
@stable summit just state the issue, if anyone has any insight theyโ€™ll reply

charred needle
#

does anyone have a link for download of glitter shader or similar?

silver peak
#

Guys do you know some Shader like poiyomi. With light settings or other stuffs you know? My SDK doesn't working with Poiyomi shader, so I searching for other similar shader...

light urchin
#

You could also fix the problems you have in your project with poiyomi if you post the errors here

silver peak
#

I mean... Poiyomi doesn't have problem I think... it's the SDK... When I wanted publish avatar with shader Poiyomi it stop loading and I hear the widows sound. It took me so long figure out, what the problem and it was all-time the shader.

light urchin
#

Do you have errors in your console?

silver peak
#

Nah it didn't show me I think... I saw last time something about SDK

#

also it was s&cks when I reastart the project the VRChat plugin is not working anymore..

light urchin
#

When something is not working you should look at the console to see what's happening

#

Most things are easy fixes

charred needle
past pewter
#

Poo

steep swift
#

@charred needle that shader depends on having baked lighting and a valid reflection probe. Does it still happen after you click Generate Lighting in the Lighting window?

charred needle
#

hm, im gonna try that

#

thank you ^^

#

@charred needle that shader depends on having baked lighting and a valid reflection probe. Does it still happen after you click Generate Lighting in the Lighting window?
@steep swift yes

pallid hinge
#

Anyone know how to make a terrain shader support 8 splatmaps without doing a addpass shader?

coral moth
#

question how are ppl using unity Shader Graph if its unsupported in unity 2018, are they using an newer version of unity and then creating shaders there and imported them into their avatar/world project?

pallid hinge
#

Shader Graph only supports the new rendering pipelines afaik

#

If I remember right, VRChat only uses built-in. Ergo, Shader Graph isn't compatible with VRChat

#

Shader Graphs website says that too. Doesn't support built-in rendering pipeline

coral moth
#

ah, so stuck with straight coding it then?

pallid hinge
#

NOt necessarily

#

Amplify Shader Editor supports built-in shaders

#

I think ShaderForge does too, but not sure how up to date it is

#

I personally used Amplify Shader Editor to make a shader just now

coral moth
#

really? ill look into those ty

pallid hinge
#

Amplify seems the best if you're wondering

coral moth
#

alright then

coral moth
#

i might have to stick with shaderForge as its free and i dont have 60$

gleaming stag
past pewter
#

just change textures

solid grail
past pewter
gleaming stag
#

@solid grail thank you!

solid grail
#

๐Ÿ‘

hollow plover
#

hi! does anyone know where i can get a slime shader ??

muted osprey
#

Poiyomi slime shader is solid

idle stream
#

Does anyone have a shader that creates a Tron-like trail behind it? I need a trail behind a futuristic dagger but cant find anything anywhere ๐Ÿ˜–

undone bay
#

use a trail renderer

idle stream
#

Is there a good tutorial on something like that? Ive never heard of it

#

is it the same as a trail component?

#

@undone bay

undone bay
#

Yeah, the trail component

idle stream
#

Do you know of a place I can learn how to make it? I have no idea about those kinds of effects in unity since I work in blender

undone bay
#

Hm, mot really, guess just look up on Google how it works

#

But could also play around with the component and see how it works and it's settings

idle stream
#

Ill see what I can find

#

thanks

twilit isle
true kernel
#

are the normals flipped? it doesnt look right to me

carmine fiber
#

Anyone knows how to optimize "compiling shader variants" ? My world takes 3hr to build

twilit isle
#

@true kernel No, they're not flipped. It rendered fine in Blender but seems to have issues rendering properly in Unity.

true kernel
#

thats definitely weird

twilit isle
#

Yeah. It does consist of multiple materials which used to be separate meshes so I wonder if the render order got screwed up by combining them.

steep swift
#

@carmine fiber take note of which shaders and how many variants. It could be 1MB extra upload for every couple hundred variants so good to keep them down.
Some tricks are things like using Standard for as many things as possible; baking lighting; fill out the same texture slots / use similar settings on standard across all objects

#

If it's stuck on one near the end, it might actually be something else. I think the compiling variants message stays up for other parts of the build

#

Make sure you have Auto Generate Lighting turned off. Bake lighting manually, not during the upload

sturdy knot
#

ok real quick real fast

#

anyone has a

#

double sided emissive shader?

bright dew
#

how can fix that?

steep swift
#

Don't download stuff from shady places, and instead find shader source code from sites like github or write it yourself.

What was this shader supposed to do and where did you find it?

past pewter
#

i dont suppose there is a particles shader that can simulate bloom? i kinda need one for my particle effects

bright dew
#

@steep swift it's kinda like a water shader. but not really its a tear shader for crying etc.

muted osprey
#

Hey guys, for whatever reason transparency never plays well for me. Right now, I've got this object with a very basic solid color texture, where one of the colors has some alpha to it. The closest I have to rendering transparency the right way is this, but it looks like the transparent bit just renders completely over anything else in the material. What should I tweak to work this out? Using poiyomi shaders

#

the legs are a different material than the shoes in this picture, you can see the top of the shoes being cut off but the legs rendering through the wings

lethal rock
#

@steep swift it's kinda like a water shader. but not really its a tear shader for crying etc.
@bright dew did you get it off booth or somewhere else? I think I know the one youโ€™re talking about

bright dew
#

yes

#

its the kitsu something forgot the name

#

karekitsunekarekitsune_effect shader

muted osprey
#

Turns out I needed a different material because the wings can't blend with something that hasn't rendered yet

steep swift
#

Karekitsune, who probably made that shader, only has paid assets on Booth... so I'm not sure I follow. Where did you actually get that

#

It would be very unusual for an official asset to have a syntax error, so that's why I'm confused.

muted osprey
muted osprey
#

Found it out, reflection probe with a standard metallic/smooth shader works nicely. We'll see how well it works in game

lethal rock
#

Many worlds donโ€™t have reflection probes unfortunately so in those worlds it will be pitch black

stuck cairn
#

Anyone know surface scrolling emission shader?

#

I need

muted osprey
#

Poiyomi toon shaders have scrolling emission

stuck cairn
#

@muted osprey yeah scrolling emission

#

But I need surface scrolling emission

#

This is not the same

brisk gull
#

Pretty sure it scrolls on the surface. From bottom of the mesh and up.

faint star
#

does anyone have this shader GAPH Custom ShaderIntegrated ParticleIntegrated Particle (ValueControl) and EffectsFPS_PackAlphaBlended

bright dew
#

@steep swift do you know where I can buy it from? somehow I'm unable to find the shader.

past pewter
#

Anyone have any ideas or suggestions for a thick outline shader? Just wanna give my avatar some drawn kinda look.

true kernel
#

i believe poiyomi has outline stuff

past pewter
#

Thanks!

past pewter
#

is there any free carpet or a fluffy rug shader?

pallid hinge
#

Me:

Reads that grabpass is bad
Also me:
Makes a shader that uses grabpass

near flax
#

just make sure you name your grabpass

steep swift
#

Yes, unnamed GrabPass is bad.

GrabPass { "_GrabTexture" }

๐Ÿ‘Œ

solid grail
#

GrabPass { "_GrabAss" }

#

better

pallid hinge
#

xDD

errant plover
#

my character takes a long time to upload, i turned the future proof off. but it still takes a very long time although its not different from any other (koikatsu) models i previously did
is poiyomi shaders that heavy
?

long shale
#

How long? like 40 seconds or like minutes?

errant plover
#

10 minutes or so

#

also seems like whenever i speak, the lighting is f'ed

#

supposed to be shiny matcap, but when talking it kind of bugs out

long shale
#

Did you make sure to turn the "Legacy Blend Shape Normals" option to ON in the Model options?

#

I've never had an upload take anywhere near that long. Poiyomi's does increase the time, but not that much.

hexed ravine
#

Is there any way to enable alpha transparency with Oculus Quest?

#

Because I'm trying like hell to make this avatar Quest compatible, and I'm getting this issue.

halcyon dove
#

transparency / cutout isn't supported on Oculus Quest

hexed ravine
#

Wow, that's like... a total bummer.

halcyon dove
#

It's too performance heavy for mobile hardware.
You would have to remake meshes / textures to not require transparency if making it for quest.

hexed ravine
#

Maaaan.

#

I have to add geometry to get the desired shapes while still not destroying the shape keys.

#

While staying under 10000 polygons.

hexed ravine
#

Alright, so I've done it! Took some powering through, but I did it.

analog swift
#

a shader im using have its own plugin that dosent work in new unity/sdk since it used to modify the shader and scripts. however if i install without its own plugin it works but i get 900 errors and a few red warning but shader still works. most errors says something about the sdk. if it ok if i keep using it or will it fuck up in vrc

#

basically instead of modifying sdk plugin it imports 2 seperate ones now

steep swift
#

@errant plover classic symptoms of not using Legacy Blend Shape In the fbx model import settings. Please enable Legacy Blend Shapes

long bison
#

has someone a radial blur shader ? Dm me !

errant plover
#

@steep swift @long shale thanks for info :)

#

Will check out once home

#

Also in poiyomi, what's the standard choice for minor details and clothes? Do you always go for advanced or is there an advantage in optimization if you choose simple cutout for example?

long bison
#

@errant plover no that i know of

muted osprey
#

Probably a minor advantage, less stuff to render. I haven't seen the advantage myself so I always choose advanced for the options

brisk gull
#

Simple is smaller in code-size and is slightly faster if I remember right.

errant plover
#

My avatar tends to load for me quickly in game but not for others

#

And it's supposedly medium in optimization

#

I will do what people told me to check

low hawk
#

Does anyone know what is the name of the shader on avatar testing that lets them see their polys?

stiff berry
#

It uses a projector so you can't use it in the same fashion that you do in that world, for example shining in on your friends avatar won't work, but you could use it on your own avatar

#

i'm not sure what the name is but you can probably google around for a "wireframe shader" and find something

#

also it looks to be showing quads which i don't know exactly how you'd do that personally

low hawk
#

Yep, looks like it's called a Wireframe Overlay shader or something. Thank you!

solid grail
#

neitri has one that works pretty well

#

since it's normals from depth though it has some artifacts just like any depth normals effect.

long shale
#

I think Poiyomi just released that one, but I know there are other sources that do similar.

errant plover
#

oh, so the legacy blend shapes normals worked like a charm

#

why did i never heard of that option anywhere?

solid grail
lofty dragon
#

@hexed ravine You could technically use a particle shader for those parts as a hacky solution, but then you don't get any lighting on those parts and you need an extra material slot which isn't great

velvet sorrel
#

@twilit isle Try my hair shader on GitLab

past pewter
#

Whats the best shader pack to do a glowing and animated aura around an avatar like an anime character in Dragon Ball or JoJo?

muted osprey
#

Probably should do that with a local particle system emitting from the mesh

#

If you want a consistent outline gradient, you could probably accomplish that with poiyomi shaders? Not too sure

past pewter
#

Yea I already have polyomi so I think I'll try the mesh thing

past pewter
#

Ok So I am having trouble with attaching particles that I want to my mesh and having them stay they. Tey all fly out randoimly

muted osprey
#

mesh shape, local scope, 0 start speed?

past pewter
#

I actually fixed it, thanks tho!

past pewter
#

SO quick question, do I have to make my particle system the child of my left or right wrist for it to work in vr? Because right now the mesh is staying as if I was playing PC while im in vr?

velvet sorrel
#

I think the cheapest way to have an aura would be to have a second material on your mesh with a shader that pushes the vertices out and gets the dot product from the view and normals to change the opacity

jagged plume
#

i havent uploaded an avatar since 2018 so sorry if i'm dumb but my material shader is greyed out? 'n '

#

not sure what else you need to see, i used cats in blender to make an atlas texture

solid grail
#

You need to either extract the material in the import settings of the FBX or put a different material into the materials tab in the import settings.

jagged plume
#

ok, let me try that thank u~

#

she doesn't have a texture when i import her, is that why? :(

muted osprey
#

@past pewter the reason that happens is because armature position is calculated after emission. So it'll always emit from the base position. There are a couple ways to go about it, but I recommend removing the particle system from your armature and parent constraining it to where you want it to go

balmy anvil
#

so I have some hair that consist of rectangular strands, and then I make pointy hair ends with the texture alpha.. it looks ok from up close, but the problem is that these ends get buggy the further away I get from the mesh... here's a pic of what I mean

#

so why is this happening?

rich lake
#

Maybe try turning off mipmapping? May by blurring the alpha

balmy anvil
#

@rich lake oh yeah that did it, thanks a lot man!

rich lake
#

Mipmapping is great until it isnt lol

balmy anvil
#

is it in general recommended to enable it for avatar tex?

brisk gull
#

Mipmapping makes it so if you're far away from the object in question it looks worse (lower detail) and have higher performance. Because, at that distance you're not gonna see that one tiny screw that is textured.

wary junco
balmy anvil
#

@brisk gull okay then I guess I'll leave it enabled as long as it doesn't give me weird artifacts like in this case

rich lake
#

Yeah you should always have mipmapping enabled unless its causing issues

solid grail
#

It does increase your file size ๐Ÿคท

muted osprey
#

But it also increases my frame rate so

celest vector
#

I'm using realtoon and after i installed sdk2 it broke the shadows. i don't think that's happened before, but is there something that would cause that in the SDK? the lighting in general just kinda got funky too.

faint fulcrum
past pewter
#

@muted osprey so what do you mean by where you want it to go? I just want the particles to be attached to my avatar in vr. How do I do this?

muted osprey
#

Hands, feet, whatever

past pewter
#

SO all of them on the same constrant, just a bunch of sources

muted osprey
#

???

#

Constraints just force an object to follow the movement of another object that isn't its direct descendant

past pewter
#

On my particle system, for the parent constraint do I ass more than one source than? Because right now I have only the right wrist

muted osprey
#

Is there any reason why you would need another source?

past pewter
#

add*

#

lol

#

I dont know. I just want y meshed particle system to follow my movenet in vr

#

Im new to this

#

if that wasnt obvious lol

muted osprey
#

Oh mesh particles? Probably don't need a constraint then

past pewter
#

Well its a skinned mesh renderer

#

Again, it works in Pc Mode, but not vr??

#

??

bright dew
#

@past pewter what exactly do you want? maybe I can help

fervent lily
#

hi, quick question, i have a sphere shader and I want the inside to be animated not the outside of it, how can i do this?

bright dew
#

best you can do get a sphere from blender and invert the verts to the inside. YT has a tutorial for probably

fervent lily
#

tried hard to find a tutorial but what you said makes sense, i was actually looking for something like that but couldn't find it

#

how can i invert the verts?

#

err, in blender that is, i'd rather do that in unity if possible tho

#

oh i got and idea, put a - on the scaling

#

hmm... shouldn't I be able to slap on a minus sign somewhere and get this thing to invert>?

#

i'll do the blender thing thanks.

past pewter
#

@bright dew I actually just caved and got poiyomi particle shader for 10$ on patron. This does what I want very well. Thanks though

bright dew
#

@past pewter I mean poiyomi is free but supporting is nice

blazing plover
#

Poi Pro isn't

#

Toon is

runic light
bright dew
#

what shader are you using?

past pewter
#

@bright dew yea I bought the pro version, they have particle shaders

knotty oxide
#

Hello, i have a question regarding a effect i would like to achieve, I have a protogen avatar and would like to inlay a portal/wormhole effect in the "screen" slots but have no idea where to begin. i have been messing with noise textures to no effect unfortunately. my main goal is to create the effect with raymarching because of how unique and complex it can look. If anyone has any pointers or tutorials that would be awesome ^-^

fresh grove
#

I tried understanding shaders time and time again. All I wanted was to add one feature to a shader but I could never do it, so I want to ask if anyone here would ve able to do it.

deep valley
#

best you can do get a sphere from blender and invert the verts to the inside. YT has a tutorial for probably
@bright dew use blender command "Flip Normals" in edit mode - you can use Face Orientation in the overlays dropdown to check that they're showing red (negative normals)

carmine fiber
#

Anyone knows where I can find a cubemap shader?

#

What I'm looking for is a cubemap shader with glow white outline

high condor
#

Try running around in Minecraft (jk let me look)

#

Have you tried unityโ€™s built in cubemap?

cobalt ingot
#

hey im having issues with my avatar, and im pretty sure it has shaders. But its not lookin like its lettin me change them

#

can anyone help

cobalt ingot
#

thank you! @calm nebula

cobalt ingot
#

wait so now what lmfaoo ๐Ÿ’€ sorry im still learning this stuff

granite coral
#

@cobalt ingot see that thing that says "Toon/Simple/Cutout"? That's the shader that's being used

slow lynx
#

I have a problem with cancerspace shader, in unity it looks normal but ingame it's upside down.
I have tried everything from rotating the shader to stupid ideas like 2 spheres or rotating the sphere.
Please help me i don't have more ideas

solid grail
#

@near flax

slow lynx
#

Still same Problem @near flax you are author of Cancerspace Please Help Me

near flax
#

what settings are you setting with it?

#

does it still show up upside down if you upload without changing any settings?

#

@slow lynx

slow lynx
#

@near flax i will try uploading it without changing settings

#

for settings that i use i will send screenshot in few minutes

near flax
#

ty ๐Ÿ™‡โ€โ™‚๏ธ

slow lynx
near flax
#

that part looks fine to me

slow lynx
#

i really don't know why it's upside down in game

#

i can post more screenshots

#

if it can help

near flax
#

are you playing in VR or desktop?

slow lynx
#

desktop

near flax
#

ok cause i've been noticing some weird behavior with stuff in desktop lately and i'm not sure what's been causing it yet

#

did you try the unchanged upload btw?

slow lynx
#

i will try

near flax
#

๐Ÿ™‡โ€โ™‚๏ธ

slow lynx
#

i will tell you if it work

#

upload can take to 15 min

#

idk why

near flax
#

do you have future proofing turned on? that can slow down your uploads by a ton

slow lynx
#

nope, it's off

near flax
#

ah ok

slow lynx
#

and i think it's weird that it's uploading that long
because i have ssd disk and 250mb/s internet connection

near flax
#

that is weird

#

my internet's about the same and my uploads are usually like a minute at the most

slow lynx
#

weird

#

longest time is needed in "bundling and compressing data"

#

it's seems like it's stuck but it's not, it will go after few minutes

#

ok i'm on "uploading file"

#

ok it's uploaded i will test it now

#

animation have no special effects bot it's still upside down

near flax
#

ok that's concerning

slow lynx
near flax
#

gotcha

#

a few questions then

#

are you on the steam client or oculus? what GPU are you using? and are your drivers up to date?

slow lynx
#
  1. drivers are latest downloaded few days ago
    2, it's NVidia 1050 ti
#

and steam

near flax
#

ok thanks

#

i'll look into it soon and see if i can figure out what the issue is

#

it was definitely working before and i have noticed things suddenly being upside down recently, but i have a suspicion that it might be some weird driver issue or something

#

because afaik i haven't made any changes between when it was working and when it wasn't

slow lynx
#

ok

#

i hope you can fix this

near flax
#

yeah i'll ping you if i find a fix

slow lynx
#

ok thanks

fresh basin
past pewter
#

poiyomi outline

#

thank you very much

last token
#

hey i need some way to make a screenspace shader where there is a musical staff and a note that can move up and down on the staff

#

need it to see pitch control

cunning anchor
#

Does anyone know where to find/how to make a starry space shader for an avatar?

alpine swallow
#

Anyone got a tutorial that's good for introduction to shaders that they'd recommend to newbies?

steep swift
#

@alpine swallow check out catlikecoding: it has a great shader tutorial series going from basics to full proper lighting

alpine swallow
#

Gonna google that, thanks ๐Ÿ˜„

cunning anchor
#

I actually kept looking after I asked and found something nice and simple. Thank you for this though

steep swift
#

the default StarNest shader (if that is what you found) has really performance heavy defaults. I'd suggest you use my version because I tuned the default settings to be a lot lighter while still keeping the starry effect intact

cunning anchor
#

I found Lush's galaxy shader

#

It's nothing but a cubemap, a scrolling static texture and rim lighting

#

I also found this website that randomly generates nebula & star cubemaps

steep swift
#

oh, that's a fun effect

#

Noenoe's shader used to have an effect like that too. it's quite enjoyable in VR

#

if you're generating cubemaps just be aware of the amount of memory they take up. I'd keep the resolution low (cubemaps are 6x so bear that in mind. even a 1024x1024 cubemap is quite heavy)

cunning anchor
#

I didn't generate a cubemap using the legacy generator but rather I plugged in a single 8192x6144 image file and turned that into one... I may still need to downscale though

#

Is the new cubemap generator just as resource intensive even if it calls on a single image instead of 6?

steep swift
#

yes, it's going to make 6 rather large textures

#

anyway you can pick a size that works for you, but I wouldn't go higher than 1024x1024 on the generated texture

#

(there's a dropdown that has texture size at the bottom. you don't need to resize it yourself)

knotty oxide
#

Quick question, does vr chat support soft particle rendering?

past pewter
#

i feel like i've seen soft particles in a world before but i can't really remember if they were soft. try checking out little yui's narwhal world, i think i saw them there?

steep swift
#

if you already have a directional light with shadows, then this is unnecessary

muted wadi
#

question!
i added a crystal shader to a pair of glasses on my avatar and they worked just like i wanted it to, then i tabbed back over to blender to close it and then back to unity, and the shader is static

#

it just stopped working and idk how to fix it , any ideas ? :/

knotty oxide
#

@steep swift I set up a light and attached it to the particle system just like you have it there but no dice, still clipping

steep swift
#

"attached it to the particle system" ?

#

it doesn't need to be attached to anything, just mergely existing in the scene is enough to enable the depth texture

knotty oxide
steep swift
#

yeah get rid of that

#

you don't want or need a light defined in the particle systems

#

the light exists as a standlone thing - it will do its job if enabled

#

can you test a cube and see if particle clipping happens

#

it's possible your avatar is on the wrong render queue

knotty oxide
#

Yes one moment

steep swift
#

and you have soft particles checked on the particle shader?

knotty oxide
#

on the shader?do you mean the material or shader itself?

knotty oxide
#

Nvm, found the problem, this one node was missing

past pewter
#

Can I somehow have the bump map at 2 but avoid the annoying artifacts?

#

I just want my normal map to show up more detailed.

brisk gull
#

You don't need to make it whole number increments

#

You can do 1.1

drowsy cave
past pewter
#

Bruh

drowsy cave
#

like the good bruh or the bad bruh

past pewter
#

is there a rainbow shader?

knotty oxide
#

Anyone that uses Amplify shader editor able to help with a particle render issue im having?

#

^Amplify

#

^Shader Forge

#

Same settings & node setup but amplify breaks it : - :

silk hound
#

You sure the shader is set to transparent/cutout?

knotty hatch
#

@solid grail Am I just a dunce and not using this correctly or does this just not work?

solid grail
#

The fake light direction is only used if the shader can't get a realtime light dir or a probe dir.

knotty hatch
#

Ah, let me try deleting my dir. light in scene and see if it'll change anything.

solid grail
#

You'd also need to set your ambient to a single color.

knotty hatch
#

And that's probably why it never works for me lmao

knotty oxide
#

@silk hound Yeah i had it on but then it starts to cut off the other effect and still looks clamped to 100% when over nothing

#

Ok fixed the clamping, with ticking saturate in the depth fade, now the issue of the main circle in the center being cut off because of the particles

knotty oxide
#

Got it working, however now the particles show the box for some reason

alpine swallow
#

Was just curious. I saw someone with hair that sort of pulsed with light, would that be a material or a shader?

bright dew
#

@alpine swallow shader

#

@knotty oxide either change the transparency or use a different shader. there are many different shaders for particles etc.

gentle marsh
lethal rock
#

Looks like a toon shader with a pretty nice normal map

gentle marsh
#

hmm, what effect does the normal map have on the output, @lethal rock ?

Is there a tutorial on how to configure a shader like that? I'm using Poyomi at the moment

lethal rock
#

the normal map changes the perceived angle tthe surface s facing without adding hundreds of polygons to the geometry. I don't have a tutorial on hand but the model that person had looked like no shortage of manual effort.

gentle marsh
#

Hmm, interesting. I'm familiar with the use of normal maps but what I'm wondering is how the outline could be created from any partciular angle. Is the effect of the normal map that you're reffering to mostly the stuff inside the lines, like the way that the muzzle transitions from ligher grey to darker? So that it has a cel-shaded appearance

alpine swallow
#

I stumbled upon an avatar like that kinda. The outline followed the camera view I believe. I think the normal maps is the "fur" effect on head and hair

knotty oxide
#

@bright dew the shader is made by me X3 that's why I'm trying so much to get it right. I want to learn the process including figuring out the bugs

bright dew
#

ah ok good luck then ๐Ÿ‘

burnt rivet
velvet sorrel
#

Does it still look like that with Standard?

cosmic fable
#

-deleted-
Nevermind, I can't see buttons.

cosmic fable
#

Any tips on subsurface scattering for mochie's?

lethal rock
#

@gentle marsh didnโ€™t realize you were talking about the outlines, but it looks like a pretty standard outline youโ€™d find on almost all toon shaders

knotty oxide
lucid spindle
#

so i'm not quite sure how to describe this but i'm making a water shader that uses a vector displacement map but i cant seem to figure out how to get the displacement map to follow the uvs without messing up the xy vectors.

#

id imagine id have to do something to get it to displace in object space somehow

#

also im making this in amplify

tired cliff
#

Any good visual-scripting tools for shaders (aside from Shaderforge, which doesn't work in the version of Unity the VRChat SDK uses)?

lethal rock
#

@tired cliff Amplify works

tired cliff
#

Is it free?

muted osprey
#

According to a google search that took me a total of 8 seconds to do, no

tired cliff
#

I mean, i would have searched myself. But I'm busy atm.

#

Guess I'll have to pull cross-project shenanigan's with Shaderforge then...

lament pier
#

Hello everyone, tell me what is needed to make the PolyColorWave shader work in the game? in unity, it works on the model, but not in the game itself, purple texture and that's it ...

lethal rock
#

What version of Unity are you running?

lament pier
#

Unity 2018.4.20f1 according to the instructions of the game

pallid hinge
#

Some kind of shader error... Hard to know exactly the issue without seeing your setup

lethal rock
#

I want to say keyword related

lament pier
lament stag
#

Hi! Is anybody here familiar with detail masks?

#

wait nvm fixed it

errant plover
#

can you apply mirror effect to a character?

#

like give it a mirror frame in hand as an item

past pewter
#

@small plover fuck you

#

@everyone SUCK MY DICK

formal hedge
#

Does anybody know any good shaders that sorta trail behind the eyes?

#

Or would it be something I have to do with particles?

lethal rock
#

Trail renderer would do nicely, but would need a shader to deform the trail

formal hedge
#

You make a good point

pallid wind
tired cliff
#

Is it possible to get Shaderforge working on Unity 2018? If not, what's the best version? I was using Unity 2017 and copying things over to my VRChat project as needed, but i updated it to the latest LTS release of Unity 2017 and it broke rendering on the custom shaders, even though they appear fine in Unity 2018 when i copy them over.

vale hemlock
#

I know ShaderForge worked on Unity 2017.4.28f1

tired cliff
#

Ah! I found a community-made Unity 2018 branch of ShaderForge on the repository. And it seems to work.

#

It's currently stuck in pull-request limbo. But you can download it from their repository page.

#

You just have to rename the folder from ShaderForge-master to just ShaderForge, then it'll work.

#

It's a little buggy, with the preview window showing the currently active scene instead of just a sphere. But it works!

#

But it's also v1.42 of ShaderForge, which fixes some shader error bugs.

#

I find it funny tho, i just realized when i went to upgrade my shaders to the newer version that one of the VRChat shaders was made using it.

#

The more you know...

tired cliff
#

It says it's for 2018.3.3, but it works perfectly fine on 2018.4.20f1.

knotty oxide
tired cliff
#

The official version gives me compiler errors in Unity 2018. This branch I'm using actually works.

lofty dragon
#

Are there any good shaders for heat distortion?

#

I'm working on a desert map I stopped working on a while ago & just picked up, and I've been trying to get a good heat effect.

near flax
slow lynx
#

I will try tomorrow.

near flax
#

๐Ÿ™‡โ€โ™‚๏ธ

lethal rock
#

@pallid wind That shader in that world was quite a feat to bring into the game. for one, its not very optimized on its own so 1001 had to work really hard at optimizing it and making it VR ready. He was very good at what he did. Don't try to bring this raymarching shader into VRChat unless you know what you're doing. As for any other shader, there are GLSL to HLSL conversion guides that help assist in translating any GLSL shader on shadertoy to HLSL in Unity. Just make sure it runs ok before trying to upload it to a world.

pallid wind
#

@lethal rock Hey, thank you for the help^^

clear raven
#

Which shaders should I use toon or acklone shaders

slow lynx
#

@near flax Shader works as intended, but i don't know if the effects should be visible from outside of sphere, i don't know if I am doing something wrong, or it should be like that.

#

It doesn't matter to me, but it can upset others

Edit:
I Think i solved this, i changed "Max Falloff" to lower value, and effects don't appear outside of sphere

near flax
#

@slow lynx yeah changing the falloff is the correct solution to that

near flax
#

i really should add more stuff to the readme

errant plover
#

is it possible to mimic mirror effect on avatar?

#

like low quality pixelated blurry mirror effect, or at least decent matcap/reflection or whatever to give a certain accessory part a very shiny effect

lofty dragon
#

You just want to make something chrome?

#

Just turn the metallic and smoothness all the way up on the default shader

lofty dragon
#

Does anyone know of a shader that lets you use a cubemap for reflections?

#

Like the VRC MatCap shader but with cubemaps.

stiff raft
#

does anyone know of a shader that i can apply to a completely pink avatar to make it look more like a gummy bear texture

steep swift
#

@lofty dragon If you don't want to do the code modification yourself, I think Rero Standard has an option for this

lofty dragon
#

@steep swift I've managed to modify some code from Unity's documentation, but it's not quite right

velvet sorrel
#

Oh, what's wrong with it?

#

I might be able to help

quasi locust
#

I'm not sure if this is the right channel, but I'm having an issue where the shadows on the shaders I'm using change whenever visemes and such are being used. Is there a way to fix this?

light urchin
#

The latest sdk has an auto fix for that

quasi locust
#

What is it called?

light urchin
#

It should prompt you to fix that just by opening the sdk window, but you can also go to your models import settings and enable legacy blend shape normals

quasi locust
#

Alright! Thank you!

cunning glacier
#

Anyone know of the rain shader that is used in some worlds for the windows? Thanks!

summer herald
#

how do i get this to work? ShaderGraph just gives me a blank preview

light urchin
#

Shader graph isn't supported with vrchat, it's made for a different render pipeline than what vrchat uses

summer herald
#

ah, thanks for the heads up

#

so i can only do shaders using text based rather than node right?

light urchin
#

ShaderForge or Amplify Shader Editor

#

With shaderforge you most likely have to find a version fixed for 2018 from what I remember

summer herald
#

i'm assuming Forge is more user friendlier than the latter?

light urchin
#

Haven't used either so I can't say much

summer herald
#

ah, so much to learn

brisk gull
#

ShaderForge is free, Amplify costs money.

#

Afaik

summer herald
#

ah

#

alright thanks

chilly vine
#

Does anyone know of a shader that can block other shaders. Namely ones that have a habit of blocking the screen?

lofty dragon
#

I swear I've heard of an anti-shader shader

lethal rock
#

What is an anti shader shader?

uneven loom
#

A what?

#

Sounds malicious to me lol

muted osprey
#

But wouldn't an anti-shader shader also be anti-anti-shader shaders?

steep swift
#

I prefer my shader-shader over your anti shader-shader

#

On a more serious note, what those shader-shader shaders do is they consist of two parts:

  • one does a GrabPass at a low queue (below transparent even) to capture the screen contents as-is before other effects are drawn on top;
  • then the other part runs at a high queue, after(-ish) other effects are drawn, and paints the old opaque contents on top.
    That's it.

The only challenge is dealing with the arms race of "malicious" effects drawing after everything and your thing from also drawing after everything. Basically it's Dragonball Z.

muted osprey
#

It's basically a lesser evil

steep swift
#

Not a shader approach, but I will also propose a "perfect" solution, which will only apply to the wearer of the avatar, and draw after everything, but sadly will also draw on top of the menu though that can be worked around with a gesture toggle.

The premise is to create an empty game object on your avatar. In avatar 2.0, make that object really far away like 1000000. In avatar 3.0, disable it, and put an IsLocal condition in your controller to enable it and move it really far away. Inside that empty game object, create a camera on your avatar. Set it to "Don'tClear" and "PlayerLocal" only. Inside that camera, put a quad or large cube. On that cube, you put that second shader from above.
Because this camera renders after the entire scene, you will lose post processing and also UI while active.

lost arch
pine swan
#

Anyone know a good way to get shaders from blender to Unity?

brisk gull
#

Blender and unity shader doesn't work in the other environment by default, and the only way of conversion is to re-create it.

frank zenith
#

hey

brisk gull
#

They render stuff differently.

pine swan
#

Welp, there goes my plans

nocturne birch
#

how do you change traging

lethal rock
#

Look very carefully at the blender one and rewrite it in Unity I guess ๐Ÿค”