#shaders
2 messages · Page 18 of 1
And it also doesn't have to always render them in real-time.
what is it that you mean exactly?
I want only the glass to be transparent rather than the rest of the body showing it's backface
I'm practicing subsurface scattering
I want to learn how to make my own shader
@hasty raven This site can come in handy for learning Unity shaders:
https://catlikecoding.com/unity/tutorials/
Thank you
I'm going to port Star Wars Models now
wish me luck
finally, after all these years of waiting
ink bendy exists
all thanks to mochie
@hasty raven Lerp tessalation?
Linear Interpolation Tessellation.
Oh
I’m having a small issue with trail renderers on avatars not showing up in VRC Mirrors, is this a problem that I can solve with a shader?
its the settings with the mirrors
Alpha Blended is meant to be used for worlds even though it's confusingly with all the other Mobile shaders
Wooof, is there any other one? i need a double sided alpha shader
I had a custom one but it doesnt work for quest
@hasty raven I was asking if Lerp Tessalation was used with the shader. Im assuming it was though, as its a y/-y scrolling texture with tessalation added to it. 😄
Yes I believe so
mmk, its a nice effect. 😄 looks great for a 'bendy' avatar
Could anyone recommend any free environment shaders that can be used with baked lighting?
I put the Poiyomi outline cutout shader on my avatar and it looks great, but I'm getting a thin outline around my eyebrows. Anyone know how to fix that? The one on the left
You could use masking to mask out the eyebrows
@light urchin oh yea? hm, how can I learn more about that?
There's the mask setting under the outlines settings, make a mask where you color the area of the eyebrows black
cool, thanks, let me take a look
Hello, I have no idea where to find or look up the particle/shader used for the Nutter and mudkip (I think) avatars. I want to add something similar to mine, but no idea where to find it. Any ideas as to what it is called?
any idea why would hand gestures/facial expressions affect shaders? My gf's avatar's outlines disappear when she does hand gestures, and my anisotropic specular shader shifts around when I do facial expressions
I don't think it has anything to do with propagating shapekeys in Blender because we've done that both
Tick legacy blend shape normals from import settings of the model latest sdk should already be suggesting to correct this if it's noticed to be wrong
that actually sounds like it could help, since it could be something affecting the normals
thank you, I'll try
@fallow fulcrum check this out regarding your outlines ☝️
like so
Ah thank you!
yup, worked great
is there a way to make something appear invisible if its not shown via custom shaders? Because on my avatar I have something that looks really annoying when custom shaders are off because the cusom one makes most of it invisible/only visible locally
so like im confused on how i even add animations to my avatar. not like emotes but make cool moving stuff on the clothes and stuff
Hello!!! does anyone know where i can find this shader avaliable to download?
i brought a model package recently and this is the only shader im missing, though im not really sure where to find it.
i believe its just called QuantumShaders but looking it up isnt really giving me much
Comes from a discord server called "Quantum Worlds" and judging by our mutual servers, you're not in it.
anyone know where i can find a shader called "rollthered fire" that can achieve this effect for meshes? i saw a really cool effect on someone's avatar and they mentioned this shader. also, someone mentioned to me that this effect is called a "fire" effect. does anyone know of any shaders that can achieve this? its like a pulsing wave. i have a video of this effect if anyone needs it.
Only place I know to get it is from a questionable site. (Not that one mods site)
Ok thank you
I've got a very basic understanding of shaders, so bear with me. Why does my hand always draw over these particles if the particle shader has a higher render queue value? Does that not affect draw order? The hand is a poiyomi cutout (same thing happens with unity standard), and the particles are an add alpha blended variant that came with the particle prefab I'm using here
For the sake of clarification, the particles appear on either side of the hand. They render over it no matter what angle I'm looking at
Do the particles have depth fading?
I've updated my Fake Glass shader!
https://gitlab.com/s-ilent/fake-glass
Super cheap glass! Way way faster than a grab pass!
Maybe? The only fade in the shader I can see is this block
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
It looks like the color fades the closer it is to the first visible thing in the scene
I bumped the upper bound of that value way up, that seems to have done the trick. Although ideally I'd want it to draw over things that it's near but behind
Are there any shaders that slimaite Zelda
slimaite
Hey is there a static prefab that anyone has
Like TV static?
So I'm using VRChat/Mobile/toonlit shader on my avatar for normal textures and VRChat/sprite/default shader for transparent textures. Somehow the transparent textures looks overly bright compared to the other textures, do you guys have any idea on what I should do?
I tested this on the Pug Bar world btw.
Are you on quest? If not there should be no need to use a sprite shader for transparency and even on Quest I don't think you can upload an avatar with a sprite shader.
Not on quest but I'm using toonlit shader because I don't like how map lighting makes anime models look horrible.
I mean you could use a PC toon shader and not have to deal with the restricted features on mobile shaders. For example you can use poiyomi toon shader and set the shadow strength value in it to 0.
Right, I will give it a try. Thank you.
Also, I think I have another issues with my transparent textures. If I'm far away from my models (aka looking from the mirror), the transparent textures kinda fade out and in and kinda look white. Is there a way to fix that?
that sounds like a mip mapping issue. as you get further away, it renders a lower res version (that includes the transparency!) you could try disabling mip mapping on that texture and see if it helps, or change the transparency cutoff settings (if there are any on the shader)
regarding being too bright though it could be a shadow issue. if your render queue is high enough (and transparency by default on most shaders is), that material will no longer receive system shadows, making it brighter than other stuff when you're receiving shadows from something (like a building or roof might do if they designed their map poorly)
You usually don't want to disable mipmaps, correcting the texture is the way to go.
disabling it just quick way to see if that's the issue
This is what I meant by white + overly bright textures.
The eyebrows are kinda white too if I look at the model from far away, might has to do with white/gray alpha foreground on the texture.
anyone here good with amplify shader?
Heck
Ive just been trying to make some prodedural musgravres and brick textures to save on world size
And what have I been doing? Helping you of course
can someone help me i need help with shaders on an avatar and im new to shaders
@serene wraith I might be able to help you out if you want
What kind of shader are you talking about?
i need help fix shader. when player look at my avatar. the img lock on to player. img need to lock on to box. i show you my code and look at it. see if you know how to fix it.
im having an issue with UTS2 outlines where, in some worlds, the outlines are extremely bright for no reason, i cant replicate it in unity
im not using emission
im trying to enable a material shader with a gesture ive tried searching on how to do it but it doesnt show has anyone got any idea on how to do it
material swap ?
yes
essentially
i have an avatar that has a image overlay, that is on a cube that needs to be activated by a gesture, but their is nothing on it
make an animation, you can use another material on that to swap it to another
right, ive put an animation on the cube
drag another one then, and the actual one over it
oh, i think what your getting at
ive been using 2 cubes
for the same shader but different image overlays
its just possible using 1 cube and 2 materials
oh you cant
it will only allow 1 material on each cube
wait i fixed it
im still confused, because this shader will be inactive how will it change over
if the 2 image overlays are not on by default
im toying with the mochi shaders
if i turn this on
does it mean that the light will work like an audiovisualiser ?
@past pewter That's because of a design simplification of UTS2, which prevents outlines from being properly lit.
If you want outlines which follow world lighting properly, you will need to switch to a shader such as https://gitlab.com/s-ilent/SCSS/ or https://github.com/Xiexe/Xiexes-Unity-Shaders
The exact brightness difference between the outline and the base mesh depends on the scene you are in. The default example scene in unity doesn't really illustrate the lighting differences well.
Shaders such as XSToon actually use the same lighting function for outline and base mesh, so the colors should match up much better ingame.
My shader just dims the outlines to black based on the brightness :v)
does someone know what this texture might be for?, I have the main texture, then normal map, then specular (I guess, it says "x_xxxxx_xxxxx_S", while other says the same but a C and then a N instead) and then I have this with a U
What kind of model is it?
you mean from where it comes from?
Yes
I'm gonna be honest. From the naming alone, I can't think of anything off the top of my head. And after looking, the only thing I can know is that it's a shader that uses RGB values to affect something... which isn't really helpful.
ok the rgb value on a shader sure gives me a direction of where to go from here, thanks for the perspective
Yea, it's not common, but, do happen that developers make custom maps for, most commonly, roughness and metallic. But, I don't have the game. And I don't know the full extent of existing files. But, I'd say the best bet is that it's a roughness/metallic/emission map. Or only Roughness/metallic.
@gloomy mica i suspect it might be a combined texture, meaning the channels are intended to be seperated
the blue channel looks like it oculd be an AO map
is there any shaders that supports this?
What shader can I use to make my character look anime-like
It usually has a black outline and some good lighting for the textures
poiomi
Try mine
https://gitlab.com/s-ilent/SCSS
Anybody know of any shaders that would be able to display line segments that aren't part of a closed polygon? Any wireframe shaders I could find only display edges that form a face.
@gloomy mica if you're able find a shader that works with this, red is metallic, green is roughness (inverted smoothness) and blue is ao in that _s texture.
keep in mind that setup may not be consistent across the game though
hi! im looking for a shader that lets me see the wireframe trough a mesh, i tried Neitry ones, but they seem to not work very well in game, here is an image on what im talking about
@hollow plover I use one all the time called UCLA wireframe (free on unity asset store). There are variants that show wires on both sides of mesh. Unfortunately, there isn't a variant that only shows quads, but there are shaders out there that will do that too (eg: http://www.shaderslab.com/demo-94---wireframe-without-diagonal.html)
Unfortunately, for my purposes, only closed polygons are displayed for all these shaders. I'm actually thinking of using a particle system to show meshes with open polys.
no prob
Hello, I am currently in the middle of trying to find this Shader and a few others as well for my Impim character. If only knows how to find this Shader or the name of it please do let me know.
Are height textures completely useless in anything that's not the ground in Unity?
Seems like they just warp the texture in a way where you can notice it's just "off" if it's not just laying flat on the ground.
Or is it just a shader limitation?
@gloomy mica You might've already figured it out, but that looks like a packed texture of some sort. Try loading it into an image editing app and look at its RGB layers
Not all game devs pack them in the same order so checking yourself would be worthwhile. Also for Shaders that support packed textures I'd recommend Mochie's.
@twilit isle Thanks for checking on my texture research :3c, i ended up splitting the texture in Red, green and blue channels and export them, i used them for detail map, ao and smoothness (using poiyomi) the detail map made the light and shadows on it so much better to look at, while the others didn't do much difference, i also found out that this game is unreal engine based so i'll check the shaders over there and the shaders you mentioned as well.
@gloomy mica would you mind sending the extracted layers here? I'm curious as to what they look like. I do game models myself, namely Yakuza ones, so I'm a bit familiar with packed textures and the workflow involved with them
Example: Kiryu from Y0, still a constant WIP
I used red and green channels for detail map, i tried all of them either in AO or smoothness for metallic, but not much difference
It looks like, in the order you sent them, Ambient Occlusion, Metallic and Roughness but I could be wrong
I doubt they're intended to be used in the Specular Workflow as you mentioned it's an UE game
that would explain no matter how much a struggle with specular it never acquires the color i want :0
Well with the Metallic workflow that should all get taken care of by the Albedo and Metallic maps
how really important is the cubemap to the metallic?, i'm trying to achieve the same look of some of the armor bits from this character without success
Well, you won't get to "game quality" without their engine shader but the cubemap is pretty important to at least simulate the same reflections as the metal/eye (normally the two cases for cubemaps in games)
You can still do a good job though by tweaking roughness and what not
well, switching to mochie helped a lot, it looks better but i'll have to go back to blender and separate these armor pieces, add them a material so it only looks like this on the metal and not the leather
@gloomy mica That's what the Metallic map should take care of. It dictates what is metallic (white) and non-metallic (black)
is there no shader that allows for transparency on quest?
Not on avatars no
wow thats stupid
It's not if you realize how much of an issue transparency can be on Mobile hardware.
I managed to use the particle shader once for transparency
but I've got no idea if that would still work
Transparency on particles for quest should be disabled now as well.
hmm, no idea how that'll look on my avatar then
does it disable the transparency altogether or just hide it all?
Transparency is outright disabled for avatars on Quest. Any area on a mesh that would use transparency would likely turn black unless remade to not require transparency.
I've got a simple shader that shifts the backfaces of a mesh along the normal and renders them black so that I can have a character outline like this, and it looks normal in the regular space of the world, but in any mirrors, the black outline becomes very large. like this
does anybody have any ideas why this would happen or how to fix it?
i figured it out. so never mind. but in case anybody is curious, the outline width depended on the z of the vertex in the vertex shader so the pixel width would remain the same and this value gets very large when viewed through a mirror
Ah! I live. And now to ask some questions so my first one is, I'm going to be getting an oculus quest, can I port my materials on my custom avatar from blender or do i have to make new ones?
You can export with materials, but you'll still need to use the supported shaders for the quest platform
ok, I'll keep that in mind
Also how do I fix this issue i'm using cutout but it isn't working
double sided?, might be flipped normal
how can I unflip it?
I havent used unity in 2 years i need help putting shaders into an avatar i want to make a shader that moves like rotates and is cosmic space like, or even a 3d panorama that you can get up close and look into i used to know what i was doing but im completely at a loss now
Nevermind i got it
Hello, I have an issue with the default shaders used by VRChat.
I'm guessing it's a lighting option but I don't know how can I fix it ?
This appears only when users have my shaders disabled and doesn't appear when the shaders are enabled (poiyomi).
Also, it depends on the direction of my face depending on a light.
Can you help me figure it out please ? Thank you !
That's poiyomi on the face?
No, right now it's Standard in Unity
Show some settings
with poiyomi ?
Try not to crop too much to not leave information out
I mean if it's appearing like that on standard that would be good to resolve first
i had a similar thing happen to me in polyomi, i fixed it by changing to "controlled"
here are poiyomi settings
"controlled" is chosen
is it the lighting ramp ? it's quite black at the end ?
Show it on standard
And it's right now appearing as black?
dumb question sorry, do you have a light source?
Does it happen if you make a completely new material
yes sir
At that point I might pin it on the model itself
Can you enable the debug like this in poiyomi
I mean the problem might be on the model itself
If stuff doesn't work on standard shader as stuff should then it's usually the models problem
Yeah I just wanted to see if that would so something weird
and does that look normal ? lmao
no textures ?
Just the models fine
sent
Issue fixed, doing the big dumb and the light source wasn't in front of the avatar.
Changed to spot light to cover all of the avatar fixed the issue
How much thought should I put into using normal maps for my avatar?
I just learned about them and I’m wondering if it matters for avatars
is there anyone have a normal shaders? like just a normal shaders no bloom but y know what im saying.. im sorry im still new at unity and my english is still pretty basic so yeah please forgive me
if any of you guys have one let me know
@stark umbra What do you mean with "normal"?
The most normal shader you can have is standard, which looks great on more realistic looking models
i made a thing in polyomi shaders with dissolve, but it never fully makes the mesh invisible, what am i doing wrong?
Is there a shader that support this type of transparency or has very good alpha settings for this situation?
The mesh here glows in a pulse fashion and when it does it shows more details of the the texture
nvm i figured it out, the mask was the problem
Does anyone know of a double sided shader with support for the basic map types? (Metallic, Roughness, Occlusion, etc.)
I'm not familiar with the toon shaders as I don't use them, but does poi have the option to swap to PBR over toon lit?
Only really interested in PBR shaders
im trying to use rollthered's fire shader for my avatar, but for some reason the shader causes the whole material to just bounce up and down, how do i get the shader to apply the cool wavey fire effect? any help would be appreciated
Anyone know of a nice rainy window shader? I'm building a world for my friend's birthday and I wanna be sure of one that looks nice in VR before I go buying anything
we are using the same polyomi toon shaders, i have no idea why my avatar (on the right) is so shiny
figured it out, he has light&shadow disabled, could i get any tips on making mine not looks so overly shiny when in light?
i can't edit my shaders in unity. what do i need to do to be able to edit them.
my experience with not being able to edit shaders applies to when i try to change/edit the shader on a material that was imported with the model. in this case i had to create a new material and replace the old one with it.
try that
@wind fable
hello I made a toon shader in blender
is there a way to export the model to unity with the shader?
anyone here have experience with spritesheet shaders? im trying to keep the gif from turning on when its not revealed
@exotic chasm Unfortunately, that's not possible due to Blender's renderer being designed for rendering and Unity's rendering being designed for games
what could cause my avatar to flicker? or is it because of the new update :/
i use the shaders like i always do
Anyone know a shader that can pull off this light effect or another way of getting this effect? (I have tried using a light source though it doesn't work for what I need it to do)
Emission + Post Processing Bloom is my guess. One is set on the avatar the other is world dependent.
I dont think post processing bloom works with avatars does it?
Your avatar can emit liight, but only the world can decide to make it blooom.
issues with an alpha texture. i can see pixels / lines of the edges when far away but the spots where they render on the texture is only alpha. is there something causing the "outline" or do i just have to keep shaving away at the texture till it vanishes?
I finally finished some long needed upgrades to my eye shader package, and wanted to drop it here for anyone who wants to use it. Now that they Avatar 3 eye track is so much easier to set up, I made an alternate version with less difficult setup and no autotracking.
@hexed birch turn off mipmapping on the transparent texture. It'll make it stop having a hard edge.
I need a local screen space video feed on my avatar's face
Anyone have the (Doppels shadersMetallicFX v5.0) Shader?
hello i need recomendations on a shader
can anyone help me ? im trying to port Jason from the F13 game
help how to fix this problem QAQ
i am aware there is no like "unreal engine to unity shader "and i wont achieve game quality but what do you guys use for models with light maps specs and normals
Nevermind found something good
aight, so this is going to be a longshot but I cannot get my shadergraph to properly open. Maybe someone can help?Ive uninstalled unity and reinstalled several times and have properly made sure my packages were correct and that i had a lwrp asset set under my graphics settings. When ever i try to view a shadergraph it opens visual basic and does not open the node viewer like it was yesterday. Does anyone possibly have an idea what i could be doing wrong?
...uh, LWRP and shadergraph doesn't work with VRC
Yeah you can't mix different render pipelines
word, I appreciate it
Does the vrchat sdk 2.0 support the unity rp shaders? @ me btw
Does anyone have any suggestions for what shader this could use? I want to see what I might like for the appearance
NVM... I made a toon like shader
not sure where to ask this but i'll ask here since it's shader related
i put poiyomi transparent shader on my hair in this area to make this section of the hair see through, it looks nice and perfect in unity. But in game seemingly no matter what world i'm in, the transparency works yes, but it makes the hair behind transparent hair completely invisible
think of it as glasses that make hair invisible, i'm not sure if that's just a poiyomi limitation or if that's impossible in general?
this is the best example i have of what it does
Anyone know of a good retro style tv shader effect I could use for his face
Like the static lines and what not
@velvet sorrel is there any way to fake a directional light on your subsurface scattering shader? I noticed it looks pretty decent under a directional light in unity but in vrchat it doesnt looks as good on maps with light probes
Unfortunately, it already does that
I could try making it act like the derived lighting is more intense, but at the moment it derives the ramping from the SH
Why is the material menu greyed out and why can't I edit it?
Cause you haven't made your own material. That's the internal material in the FBX. You need to create your own material in the project window. Right click where the files are and click "material" then drag that onto the mesh itself.
threw a nice little shader together for the screen
I have an idea for a game world which requires players to be able to become invisible. That means no nameplates, and no selection bubble if they're highlighted. I know shaders which can hide nameplates exist and are forbidden on avatars, but I assume they'd be allowed as part of a world, and I haven't seen any which also hide a player's selection bubble, which leads me to wonder if that's possible. Is it? And if so is it possible to do without hiding the user's menu as well, which would obviously be bad.
If you get the shader to render over it, yes.
Not recommending it.
Pretty sure they wouldn't allow that either tho
Well I understand the rule regarding using such a shader on avatars, but if its necessary for the gameplay of a world, well, they've allowed other worlds which I believe have the same effect. I think the world that allows you to change size renders in such a way that nameplates and pills aren't visible, while in the active region. Which is sort of the same effect I want. In fact whatever that person did might be suitable for what I want to do, if I knew how they did it. I assume it's some special camera rendering trick.
Anyone know a good water shader for worlds? Need it to look semi-realistic at least, not toon. The one i was using broke when VRChat was updated to Unity 2018...
@tired cliff Haven't used it, but this one looks excellent. https://www.patreon.com/posts/32252234
how do i make the avatar only see me on the mirror?
like how lolathon does it with the crooked man
Poiyomi has such an option
Hey! so uh ill make it short, im working on an unreal model from friday 13 game and it has four kind of textures light map specular normal and diffuse any good shader for that ?
@royal cypress Mochie might be an option for you
@tired cliff Haven't used it, but this one looks excellent. https://www.patreon.com/posts/32252234
@restive badge I found a version of the one i was using that was updated for Unity 2018, but thanks anyways.
Hey! so uh ill make it short, im working on an unreal model from friday 13 game and it has four kind of textures light map specular normal and diffuse any good shader for that ?
@royal cypress Mochie's Uber Shader for sure.
So, I used Poiyomi for the windows, signage and the lantern, however for some reason the shader never shows up unless i go back to standard unity shader, this a problem with the shader? Ive never experienced this with Poiyomi before
Sure give me a moment
This is the material for the windows, all I changed was the basic emission to give them a glow
That version is around 8 months old might also want to update
It is? Yikes I never knew.. I was given this like 2 months ago from a friend haha
Just ive never had the problem of it disappearing since it shows fine in unity
Ah, this is advanced cutout
What if you switch to Opaque?
If thats what you mean
Or is it just invisible in game?
ingame it is invisible with cutout, ill try opaque now
https://github.com/poiyomi/PoiyomiToonShader/releases/tag/V5.6
Updating to the latest version might also just fix the issue (Delete the old poiyomi shaders folder first before importing the new one in)
Patreon: https://patreon.com/poiyomi
Discord: https://discord.gg/Ays52PY
Patch notes: https://trello.com/b/TJPY6n08/poiyomi-shaders
it actually did work! Thanks! Ill also download the newer version too!
Nice! There's also the discord link at the bottom of the shader if you ever need more poiyomi specific help
I thank you, ill make sure to check it out!
@royal cypress Mochie might be an option for you
@gloomy mica thank you!
@royal cypress Mochie's Uber Shader for sure.
@twilit isle And thank you !
So i have a problem with my new avatar, i use Poiyomi shaders, like always. but no matter what shader i use, as soon as i enter the game the texture from my avatar are flickering like crazy. sometimes they just turn completely black, it always changes as soon as i move my head
anyone knows why this is happening?
Does anyone who knows about shaders here know how to modify the standard shader's secondary maps to use a UV set beyond UV1?
@surreal beacon do you mean like the lighting on the avatar?
hmm no the whole texture. it changes from looking normal -> blue -> green -> black etc. flickering
@tame remnant why not just use rero's standard edit?
but others don't see it, it's only me seeing it in the mirror

What's rero's edit?
I also tried to set the view point above my character, but it's still happening
Do you have a video of it happening?
Thanks, I hope this works...
i can make one soon!
Does anyone have any recommendations for shaders (or shader settings) that pair well with the look of VRoids? I really like how they look in the VRoid program (pic attached) Some things I like: The soft shading, very very thin outlines, not 'flat' color looking
See if setting the anchor override to your spine (or hips) helps
MY EYES
so i tried it with setting the anchor override to "spine", it's a bit better now but it's still flickering
One of the blend shapes (shape keys) on the mesh has probably exploded when the meshes were joined together in blender
Glad you figured it out
Does anyone know a shader that would work to make the object look "cut out" in a way? Ie, like how blender's camera/global texture coordinate works?
I'm working a force field Shader, but i trying to work on a collision detection for it and that is where I'm stuck, I am aware of a method using render textures and a orthographic camera but i don't know how to use the info from that to detect collision with the mesh, btw I'm using Amplify shader editor
is it possible to have a sprite or cube plane hide parts of a mesh behind it? would i need some sort of shader to do this
mind you i need to have this as a one-way function, having it invisible from the inside and visible from the outside
Would anyone happen to have pointers on where to find a shader or two that allows me to change some of the visuals (ie, turning anything inside a small sphere greyscale) of avatars and objects?
hey, is someone experienced with a shader called moochies uber shader
@lapis marlin Render order should help with that though you'll need to toy with it
Also use proper culling
How do I make blender make the texture cut out so you can see through the spots on the clothing where it's supposed to be see through.
Is there a node-based visual tool for creating shaders available to be used with AV3? It seems Unity Shader Graph isn't in this version of Unity
Preferably free
^this
somebody find an answer to @maiden lichen's question if possible, that would be huge
Amplify Shader Editor (Paid) or Shader Forge (Free)
@lapis marlin @maiden lichen
If those are not what you want then elaborate on the "to be used with AV3"
i'm not really even after av3, just want something to use with this version of unity
thanks man
I'd also recommend learning writing shaders yourself.
Is there a way to make something not show at all when custom shaders are off?
I want to add a little camera in the corner of my view like lolathon and cyberchimp do it and when custom shaders are off the object that I use to make the camera appear is floating infront of my face. And It looks stupid. If there's no way then I guess I'll just have to suck it up
So for some reason, shadows on a standard shader model show up through walls. Just the shadows. It's weird.
In this pic the blocks have my custom shaders on them, but the t posing models have the standard shader
also this ONLY happens in the actual vrchat build and not in the unity editor
Same happens for avatars with standard shader on them. It must be something wrong with my custom shader but I have no idea what honestly
Editor's fine...
@tawny patrol Does the shader have a shadowcaster pass? Because of a Unity(?) bug, you either need to add a shadowcaster pass or set the fallback shader to Standard (change the last line to Fallback 'Standard' from Diffuse)
I don't know if SF lets you alter that in the GUI
@velvet sorrel Yeah I can set the fallback shader. I think that fixes it. Check it out
For future searchers
Yeah, the issue is that for some reason calling the inbuilt Diffuse shader from assetbundles doesn't work in 2018 for some reason
Seems like just having a fallback shader at all fixes the weird shadows
That's weird. By default this fallback field is blank in the SF ui
which means it tried to use "Diffuse"
thanks!
does anyone know where to find a good water shader that reflects almost like a mirror?
Does unity chan toon shader support hue change by default?
Hello I could use some help looking for a billboard type shader for a sprite. I found one that works in that the sprite always faces the camera however the sprite is black until you get very close , and even when very close the sprite is very dark.
ok so i see the mirror reflection on my necklace on my avatar, but others cant see it, any idea how to enable the small mirror reflection on the avatar??
i swear ive seen whole monitor avatars that can render mirror reflections
Hey anyone know I'd poiyomi has an outline feature?
I can't find it anywhere
Oh there's literally one called "outlines cutout LOL
(please keep in mind im still brand new to unity and fairly new to 3d dev work) hey there i have this prefab i would like to add bloom to to make it appear like its glowing, but im unsure of how to have this happen. last i remembered, emission helped me out but i guess i was wrong, any ideas? its the feather in the right hand, specifically
Bloom is a postprocessing effect controlled by the world you're in. Some worlds don't have it at all and the settings will vary from world to world.
any other solutions/ideas then?
i have a map with a few transparent materials, but the outside of what is visible is somewhat visible, or reflects the skybox...
Can someone help me with that please?
hey im using mochies uber shader the thing is i dont know where to put these maps can anyone help?
it supposed to be f13 jason's specular normal light and diffuse map
i have a map with a few transparent materials, but the outside of what is visible is somewhat visible, or reflects the skybox...
Can someone help me with that please?
@golden crater hey eventhough im asking for help i know whats happening , your texture probably have alpha
so basically what it means
your textures where done in the wrong channel
to fix it i use the snipping tool from windows
but there is ways to have a alpha to color in blender
hope helps:p
what
ok let me make it understandable sorry not my first languaje
so your texture are invisible because of a thing called alpha
search a tutorial from alpha to color
or use the snipping tool to make the picture opaque
snipping tool is a tool on windows so for that just
go to blender
uv editing
find the texture
snip it
and save the snip and replace it
@golden crater is it better now
yes...
but i am to lazy to do that, so i will have to live with that
How do I make albedo work? You can see the preview is alright, but I get this magenta color once the avatar's built...
so... I had to drag the material onto the model, haha... case closed
What path would I use for a simple 2d animated texture? From what I can see it most often needs scripting but I'm not sure udon has support for it.
Anyone know of any night vision shaders
Like a shader that allows you to see in dark places
Thats only visible to you
are there any shaders that can make a material appear glossy like a beetle carapace?
@exotic quest
I'd like to spawn a mirror through avatar controls. I can create the constant prefab, toggle the object, but I can't figure out the shader to actually make a mirror on an avatar object
You can't make a real mirror on an avatar. You can make a camera and a screen, but not a mirror.
I'll give that a try, I'm trying to get it where it would show to others as well
What about the toggle camera in settings?
The selfie cam can be flipped and it works like a mirror
I got it to work, got an object spawned on toggle, with camera texture output. Works perfect, except it's all local. Others only see a black pane and not the camera texture
I wanted to spawn an on-demand mirror for others, I have an avatar that does that and just trying to decipher how it's done. Apparently the Blueprint cam texture is local only, so maybe it was accomplished by shaders? I'm just using standard opaque shader with the blueprint cam texture, must be more to this. Apparently it's friends-only but I guess this was solved at some point
ok. i have a problem resizing my image with my shader. Maybe you can help me on this little bug.
this is 2D img to help cut down on ploy
Never mind. i am good. thank you!
I was curious, is there any shader that has a Hue, Saturation and Brightness slider?
Search sawtooth wave unity they have a code for such waves.
frac function
I was curious, is there any shader that has a Hue, Saturation and Brightness slider?
@fringe sand dont think so but you can upload img to art program and edit with them.
The reason I was asking about a shader with those abilities is to use in-game to adjust a shirt color on the fly.
poiyomi should have all 3
Poiyomi has all 3
Does anyone know of a shader that mimics the TV static effect? I have one ("Shinigami VHS 1.2") but it is not VR friendly. M.O.O.N. used to have one but it's not online anymore.
I need help I just made and published my first avatar but it’s Invisable and no one can see my avatar I can’t even ether
does someone know, how to make glowstick with dynamic lighting, like on this avatar?
@red phoenix Blender work:
- Create the glowstick necklace (just the mesh and its bone, put one on the 'stick' part) and add it to the avatar in Blender
Unity work:
2. Add a dynamic bone to the necklace so it moves
3. Add a realtime point light as a child of the 'stick' bone. Turn it off by default so you don't slow people's games down (lights can cause severe lag)
4. Follow the process for creating an Object Toggle here, but use the point light as the thing you are toggling. https://www.youtube.com/watch?v=ROp4GHBj1N8 You could also turn emission on the glowstick up when it's on, and down when it's off. (Note: Emission causes glow, but only realtime lights cause dynamic lighting.)
^Regarding the dynamic lighting part, someone may have a better idea of how to optimize this. there might be a workaround where you can use mixed lights instead of realtime lights, but I'm not experienced with using lights on avatars.
Can't really use a mixed light on an avatar where you can't bake it
If you do a vertex light by setting the light as unimportant would be much more performant but would also work a bit different than a pixel light
thank you @subtle timber @light urchin 
So I have a set of nails on my hands and I want to transition the nails from black and shiny to pink and glittery. I have both materials for this created (they're both poiyomi just on different settings). But I can't get the effects to fade in to each other....the Animation tab doesn't seem to recognize the change. Is there some way I can fade a color into another color, and go from not glittery to glittery?
For a smooth transition, animate the settings
does anyone know how to add collision detection to a shader? i know theres a slime shader that can do it but i just dont how, can anyone point me in the right direction? this is for an interactable shield shader
@coral moth It's done using the _CameraDepthTexture which gives you the depth information of each opaque pixel on the screen.
The logic likely involves sampling various pixels in the Vertex Shader and checking their depth values and if they are close to the vertex being rendered, move the vertex away from whichever pixel you read from.
Doing it well probably requires converting the depth values into 3d points and coming up with some model for how to move vertices around
@velvet sorrel Hey silent! Love your cel shader, it has been my go-to lately. The animation record isn't recording my material settings changes unless I do it from the skinned mesh renderer (which causes my entire model to show that shader animation). The only thing I can think of is having two meshes. Unless I'm doing some step wrong?
You know that using clients is bannable and against tos right? Not the best move to post pictures on the official discord of you using one.
question: anyone know of any shaders that can light up a dark room
(with no added color)
does anyone have a shader thats makes stuff look gold
anyone knkow of any shaders that support a CRT screenline effect, maybe a chromatic aberration effect also?
not to be cast onto other people's viewpoints, but rather just to be applied to my avatar only
@steep swift ty ill look into that, im also using Amplify Shader Editor Tool to make it, so if you know anyway it can be implemented in that please let me know
Should be possible to do vertex stuff in amplify
But doing it well is probably going to take work
wait you said the pixel has to be opaque meaning it wont work with transparent material/shader
Transparent shader does work. Your shader will only see depth from opaque objects
So for example the slime shader is transparent. If you don't touch it, the depth texture will show the floor or wall behind it. If someone sticks in your hand, it will return the depth of the hand if you sample a pixel in front of the hand
do you know the node for this as im been trying all sorts of methods with no luck or just been misunderstanding something
@subtle timber Unfortunately, I think you've run into Unity's limitation on animating material properties - IIRC, it can animate Skinned Mesh Renderers, but it affects all materials with the property
So you'd need the parts you animate on a seperate mesh, or you'd need to set the shader to mask the setting changes from the rest of the mesh
@velvet sorrel Ah, like emission maps and those sorts of things to mask out what I don't want affected. Well, I'm just happy to know what my options and limitations are. Thanks!
Try a Screen Depth node @coral moth
http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Screen_Depth
@subtle timber animatons work using a "MaterialPropertyBlock" on the renderer. The thing is there is only one for the whole mesh, not per material...so it applies to all materials with the same shader property
One workaround is split to a separate mesh. Another workaround is to edit the shader add a second copy of whatever property you want with a different name so like _GlossinessA instead of _Glossiness. and then after SubShader { do this:
CGINCLUDE
#define _Glossiness _GlossinessA
ENDCG
Keep in mind: This is a workaround, and will possibly cause confusion and problems down the line. It won't work with avatar shader blocking etc
@steep swift ty
@steep swift I wondered what the name of that thing was! That's an interesting workaround...I think I'll stick to just going without the transition for simplicity's sake. I'm working on practicing some animations that could be converted to prefabs, and I don't wanna make any headaches or extra work for people who download it and put it on their avatar.
Anyone have a shader that can be placed on a plane to make it "look" like there is more outside than there really is? Something like this
https://i.redd.it/xziik0oqqky31.jpg
Anyone that used poiyomi or arctoon shaders? I'm trying to add a normal map to the clothes, but in the nipple area, the light reflects differently, resulting in a visible circle there. If I set the normal map to zero or remove the normal map texture, the circle disappears. This happens with rim lighting and specular reflection. Any workarounds?
@tacit cairn one way is to make actual mesh geometry and only show it in one place that is commonly done with stencils, though I also have my own system for this I call BoxClip which does not use stencils.
Another way is to use raymarching which you would run on a plane or cube mesh or whatever. Making something complex takes time to learn, but there are lots of examples on ShaderToy so if you find something there you like, you can try that. It takes some manual work to convert them but it is relatively straightforward if you know how to program. How familiar are you with coding?
@steep swift Ahh alright. So Stencil Shader is probably what I want to go into looking at, is that correct? Any issue using stencils or do you just prefer it without since you use BoxClip?
I am not familiar with any programming / Coding by the way haha. VRChat is the only time I ever open Unity sadly.
Stencils can be worse performance depending on how they are used, since it has to attempt to draw every pixel of the stencil and then check
So if it's similar area to the size you are carving out then stencils will be the same
Oh also stencils have restrictions on render queue order because you have to first paint the stencil value then the contents
does anyone have a shader that makes avatars look gold
just adjust the settings on the default shader
quest cant use the default unity shader?
?
as in, the one called "standard" that new materials in unity use by default
if you adjusted the "metallic" and "smoothness" sliders in that shader to be high and you applied a gold colour then it should do the job
do you have unity open?
right click the assets window > Create > Material
the sliders I talked about will appear in the inspector window on the right
it's ok, what part is confusing you?
if you right clicked on the assets window (the bottom one) create should be at the very top
don't click on the label, click on the window below the label
also, make sure you are using unity 2018.4.20f1
oh
pretty sure that is the only version of unity supported by the sdk
but you can double check on the vrchat website
click the white square next to albedo and choose the gold color you want
in the color selector
then slide up the "metallic" slider a lot and slide up the "smoothness" slider a little
i got a color now what @late timber
then slide up the "metallic" slider a lot and slide up the "smoothness" slider a little
is that good @late timber
I would do a lot more
you should have a preview window at the bottom
just adjust the sliders until you like the way the sphere looks, and the material is done
then it's ready to apply to whatever you want
why dosent mine look like yours @late timber
hey i have another issue
material discoloration
i have set of clothes that i can toggle on and off
but the issue is that when i enebale the clothes that are by default off they have diffrent colour than they had originally
nevermind i found out removing the light source in the unity project fixes it
Does anyone know of a shader that is double sided and not blocked by vrchat if you aren't trusted?
A shader with "toon" and "outline" in the name.
Mochie, Poiyomi, Double-sided standard, Unity Toon.
It's not necessarily blocked, it's normally player preference. Some may see your avatar fully and others may not.
Players can be malicious and have seizure inducing shaders, so they will normally have people's shaders and more blocked until they decide to.
That and performance
Everyone's different
anyone know of a good afk fade out animation
not animation, i'm a fool
shader
poiyomi looks promising, i just don't know which one to use
Depends on your desired effect, but Poiyomi is pretty good for effects in general I'd say.
To be clear, all those shaders will be blocked. There's no shader that isn't blocked. However, if you want to be double-sided, then using a shader with "toon" and "outline" in the name will get you that.
i'm fully aware it'll be blocked, i've got the trust rank i need for shaders (and its not a huge deal if i do get blocked, oh well)
figured out poiyomi, actually quite a fancy little thing
Anyone know why is it looking like that after importing?
Thanks
Anyone know if there's any shaders out that that can mimic blenders cavity overlay?.. it adds white/black highlights to edges. but it gives an a really toony look to things that really fit my modeling style and i'd love if i could get something similar in unity.
(without the overlay to see what it actually does)
You are looking for a toon shader with outline support then.
Poiyomi is a good choice.
it's not just outline though
it's a mix of a black outline and the white highlights. it's the white highlights i'm curious about
i know the outline is easy. but i don't know if the white highlights are possible easily with shaders.
is there a go-to mesh particle shader that lets me blend alpha?
two of my mesh particle systems are not rendering properly; they're flickering on top of each other
one particle is a mesh while the other is a billboard/quad
the billboard is a picture of a ring that's supposed to surround the mesh but instead has both of them trying to render on top of each other and flickering
This is not really about shaders bout how would i go about creating a decal particle on colision particle system. I have some slime particles that i want to shoot out of a gun and make a green spatter texture on anything it colides with. If anyone knows what to do and how to do it, that would be nice.
Anyone know if any of the poiyomi toon options support two-sided textures? Friend shared some assets with me and a couple look off due to lacking said support w/ the cutout option.
@past pewter under rendering options turn culling off
Figured it out by messing around with the settings but thanks!
I made a script to replace mtoon shader with uts2 shader.
Please use it if you like!
does anyone have a shader that make texture popout from the mesh?
and scramble the repetative pattern
heres my issues
Something that I've seen a few people manage to do is use what I assume is a camera and some trick with a render texture to create a 3D model rather than a 2D image of what the camera sees, is that something done with a shader or something that can be done with Unity itself natively?
@twilit geode While it's nice to have a script to swap out shaders, just curious if you tried using existing implementation of MToon on URP: https://github.com/simplestargame/ShaderGraphsMToonForURPVR and this old one for "LWRP" https://github.com/simplestargame/LWRPToonVRM
@past pewter combination of Height map and detail texture might go a long way
@thorn moon Do you have more details... what do you mean by 3d model. How do you know it was a 2D image in the first place?
Some things that can provide the effect of "3d in 2d" are stencils, raymarching, depth offsets+tessellation, heightmaps and more
I actually found a specific example (I honestly can't remember the name of the world I originally saw the technique used); The 3D Photo Booth world made by lox9973. "Scans" your avatar and creates a replica within cylinder meshes - https://vrchat.com/home/launch?worldId=wrld_6888716f-815b-4bcf-ab52-dc06e4c91033
It seems like it's doing something with a camera and rendering a 3D image within a cylinder mesh, but I haven't been able to find anything on the method used.
@steep swift
Thank you. No such implementation.
@thorn moon This is done in a world, so it can use the Projector component. Projector can allow you to run a shader of your choosing on another object's mesh (vertex/index buffers). The actual implementation of that specific world is unique, and you won't find anything published about the method used.
There are many details that go into that world. For example:
- An avatar may have multiple meshes or material slots (submeshes). All of them are projected at once... how to separate the data for each submesh apart so that they don't interfere?
- Unity does not pass the texture data to your shader. How to access the original texture & shading?
- How to store this polygon data? How to allow mesh erasing?
If you're programmer, you can probably imagine how some of this might be done. Some things might need you to think about graphics tricks.
Note that Projector is only one possible implementation. Some worlds ( https://www.vrchat.com/i/liam-packgrab-bf4cc ) will do something using depth cameras and color cameras from several angles.
Other worlds may be capable of picking up some things that "3D Photo Booth" cannot see, and vice versa: "3D Photo Booth" is able to capture polygon data for more detailed than any other world.
Ahh, I see. That's most helpful, thank you!
i have an issue with materials or shaders hard to say which one. but when i actiave the object the color is wrong and off
any ideas?
Anyone know how to get screen depth shaders?
tysm! @near flax
Anyone know how to get "Toon/Lit (Double)" as specified in the pre-compiled internal shaders for the shader blocking system?
I don't find it in my shaders list
@steep swift its all setup, ive made the texture with normals, mask, depth etc. but those are the few issues im facing. On img 2 you can see how the wavy texture is flat from the corner while expecting to have the pop out like detail yk
And on image 1, you can see how the pattern of the texture is noticeable, and im looking to see if i could scramble it with a shader
For the directional light? @near flax
yeah
What is it?
your cube isn't a child object of your avatar
good news! now it works but only from within a mirror @near flax
i think the culling needs to be flipped somehow
you're inside the cube and didn't flip the culling?
You can edit the shader and add Cull Front (inside faces only) or Cull Off (worse performance)
i think i can just use a quad
rather than a cube
nvm i have to edit the shader
@steep swift how do i edit the shader
@near flax
open it in notepad
if it's off, that isn't the issue then
ohhh
since i rooted the square to my head
it locally shrunk to the point where it wasnt visible
where should i make the parent on the body? @near flax
because if not the head it will shake weird
@high osprey do u know what i should do?
Why is this so impossible
make the armature the parent @strange quest
heres the one issue i have
how do u make it so other people cant see it
@near flax
and thank you for the advice
if you wanna make it local and you're using the avatars 3.0 sdk, you just use the IsLocal animation parameter
that'll require some knowledge of avatars 3, but it's not too bad
if you wanna make it local and you're using avatars 2.0, the (easiest) way i know of is to make it giant, stick it on the head so it shrinks, and then check that size in the shader to make it not show
im 3.0
ok then just use IsLocal
This is a list of Parameters (case-sensitive) that can be added to any Playable Layer (animation controller) and change across all Playable Layers that include this parameter. User created parameters that are not in this list will exist only locally within that animation contr...
you'll have to make your own animator layer, then make a transition that checks if the parameter IsLocal is set to 1
should be, yeah
can someone help me this is the only people i can find
nah not there, in the left side of the animator window
you don't need to add it to stage params
oh i dont?
nope
yeah only the custom ones need to go in there
anything from that list is done automatically
yeah you add it in there
nah you don't have to change it
the game changes it
based on whether you're wearing the avatar or not
it won't be
then basically make a new layer that goes entry->somestate----(if IsLocal equals 1)--->animationThatTurnsOnTheCubeAndLight
and then just have the cube and light off by default
np
almost
should be entry going to a state that does nothing
which then makes the transition to the animation
the condition is right tho
oof ur right
i mixed it up
doesnt it need a condition to activate it along side the Islocal
because doesnt the islocal just make sure it stays local
@near flax
should be like this
entry
|
|
v
blank --(IsLocal)--> NightVisionOn```
that's assuming you just want it always on for yourself
ah ok, then what you have almost works
(always off for others)
looks good to me
yup, looks right
ur sure it will only make the animation local and not the entire avatar
i literally do this same thing for an avatar i have, but without the toggle
what do your animation files look like?
just 2-keyframe cube off and cube on animations?
and can you be more specific than "it doesn't work"
yes
but only the light
i didnt inlcude the cube because it didnt need one previously
you should add the cube in there if you want to turn the effect off
what isn't working?
the light
it just doesnt turn on
but it does if i leave it on by default
@near flax
idk man, you're probably better off asking people in the #animation or #avatar-help channels
i'm no expert at this
Are there any good shaders with scrolling emission effects for more realistic 3d models? Poiyomi toon shader is good but It doesn't look good on my model:/
I just want to get the emission looking good before I do a retexture
I have my test emission map here but the poiyomi toon shader looks bad on the model, though it works
Might wanna try switching to standardish under the lighting settings in poiyomi see if you like that
Is it possible to switch out shaders or a material using a animation? I'm trying to be able to swap out textures with other ones to give the player options to choose between different ones within a sub menu
@copper dawn Yes, enter the record mode in the animation tab and then drag and drop the new material on to the mesh. It should then keyframe the material change.
oh ok then, thank you for the answer! I'll try that out. I thought that wouldn't work but I guess I should have tried it xP
hey. does anyone have a clock shader / prefab on avatar 3.0
because if i try to use the old one from 2.0 it yeets this wonderfull message
Clock shader?
check the import settings on the mesh
if it says that number in the message, a mesh probably has read/write disabled
Read write disabled.... I will check that
Best water shader for VRC?
Note: im use ASE. the energy shield shader i made has collision detection tho i only have EXACT contact but i would like it to be able to detect if an object is close to the shield just need to figure out a how https://media.discordapp.net/attachments/739593844428898455/746593748103856158/1e14e8cd8666854b434b65543cde1ee2.png
i made the this diagram help understand what i mean (note: the Detection is what i want the effect i can work myself)
heres the current node setup i have
when I apply text or sprites, when put on a material it looks like it's out of focus, should text be on the standard shader?
unlit->texture or one of those is probably your best best @jovial urchin
I'm using Poiyomi and I have shadow strength on my face material set to 0
however, I clearly have shadows in-game
is Shadow Strength only one part of how shadows are determined?
in the editor, realtime lights don't cast shadows on it
If you're not using the shadows anyway, why not remove the ramp?
i could, but i'd like to understand how to shade my avatar
The best means of shading in a toon style is using colored shadows according to the color of what is being shaded
Using black/grey shadows usually looks bad, especially on skin
Usually somewhere between pink and tan is a good choice for skin shadows, tweak the color to your personal preference
For white things, usually tinting the shadow blue is a good choice
Look at pictures of anime for refence of how professional artists usually handle shade colors, here's a picture of eris that I use as an example of the concept
Question about shaders. I uploaded a new avatar recently with poi shaders. In my home world, The color of the avatar looks perfect, but when I go to the black cat or the pug, the color appears different and does not match my hair like I would like it to. Is it just the world lighting or did I configure the shader wrong?
If anybody is familiar with the poi shaders, could somebody show me where in the shader the hue shift functionality is happening?
not sure if a asked before but does anyone have a shader that makes materials look like they're poping out from the mesh?
i just got done modelling a building for 8 months now and im looking to make it look realistic but so far the materials look flat with all the normal, mask, occlusion on it. look how the edge of the wall looks flat below
and another thing is if theres a solution to scramble the texture patterns but preserving the texture coordinates shown below
Standard shader has a height map slot, you can use a height or displacement map there. Just know that the height map effect is kind of an illusion that falls apart in the close viewing angles in vr, and isn't true displacement.
i do have that setup already, however, im looking something that isn't really an illusion and display the texture the actual thing shown in the first two examples above
You can make displacement shaders, but actual displacement requires actual geometry, whether that is subdivided by the shader with tessellation or ahead of time
To get the level of displacement detail as in the first two images requires a very high poly count
A quick search yielded a displacement shader based on standard
Don't know how well it works, it doesn't have tessellation, you will need to subdivide your geometry for desirable displacement
It would probably just be better to do the displacement in blender so it wouldn't have to be calculated at runtime
Is there a good shader to use for an avatars skin? I like it being bright/cartoonish, I usually use poiyomi toon but since I'm applying the color change it ends up changing my skin color too, so I'm looking for another shader to use on the skin. I tried cubed flat lit toon, but its too old and seems to have a weird glitch where it leaves a shadow of your avatar on every player's screen
@idle hollow thanks for all your help, but the shader you provided is giving me weird black stuff. i have 2 screenshots on before and after
@proven heron I am a fan of Silent's Cel Shader https://gitlab.com/s-ilent/SCSS which gives a cartoonish look without it being completely flat. You can also alter how extreme the shadows are and add subsurface scattering
I happened to stumble across it and tried using it, but it seems to be incompatible with 3.0 sdk?
I've only used it on Avatars 3.0 😮 Not sure how it acts in other versions of the sdk
huh, I tried importing it and got a bunch of red errors that prevented me from hitting the play button in unity
not sure what happened
I ended iup finding another shader called sunao shader, it seemed to work
does anybody know how the "constellation" shaders work ?
i bought it and loaded it in
but it shows -
nothing
F
I want the eyebrows of my model to appear through the hair of my model, is there a shader for that?
found how to get it to work
how do i create shadersw
Not sure if this is the best place for this, but figure maybe you guys would know the answer to this
Say you put an image texture on an object, and then want to center that image on the particular object, say the end of a cylinder for example
UV Editing window lets you move the object around on that texture to show the parts you want
Is there any key combo that can center the selection to the center of the image?
For reference
Is there any good shaders for a silver chain?
Any transparent shaders not blocked by the safety system with the ability to hide backfaces? I know i could just use cutout for this, but it's not the look I'm going for, makes the edges too sharp.
is there anyway to force the Camera to take the Depth texture(in your own world) as some of my shaders require it for their function and effects
as this what it should look like but-
this what happens when i remove the C# script that forces the depth texture (which gets removed when uploading the world)
basically i want to know a way to make sure that depth texture is being made, im aware it has to do with Shadow casting but idk how to force either the shadow casting or the depth texture
Follow the instructions here, that's the most reliable way of creating a "depth buffer forcing light" I've found
https://gitlab.com/s-ilent/bokehy
(In essence, have it cast shadows and only affect UiMenu)
ah ok ty
it works ty
Guys im looking for "Doppels shadersMetallicFX v5.0.shader"
I am not sure where to ask this but does vrchat take vfx graph at all?
Unfortunately, it's not compatible with VRC
Does anyone know what shaders are similar to the ones used in fall guys? i am asking because im trying to make a fall guys avatar rn
i tried using the standard metallic one and poiyomis matcaps, reflections, metallic reflections but i cant seem to get close enough
Try Mochies Uber Shader https://github.com/MochiesCode/Mochies-Unity-Shaders/releases @high scaffold
does the poiyomi shader have a double sided option? (double sided texture/material)
Yes
You set cull to OFF in the Rendering Options, then you set up everything else in the Back Face section
So. How about that Shader Graph?
Nevermind, I did a search and see that it's output is not compatible with VRChat
Anyone know of a shader that can make a 2d object always face the camera. It is always facing whoever is looking at it
here's one that will make an object face the direction of the camera while staying vertical: https://github.com/Toocanzs/Vertical-Billboard
Or do you want something more like a sprite
@high scaffold Take a look at my Standard guide
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Standard
i did manage to get pretty close to the refrence picture using all matcaps in poiyomis.
but its worth a shot
how can make shader visible only in vr camera (or vr stream)?
(stencil?)
bool isVR()
{
#if UNITY_SINGLE_PASS_STEREO
return true;
#else
return false;
#endif
}
I'm trying to make a shader that replicates the look of something like this
That's just a very smooth material in studio lighting
^ unity Standard could probably replicate that or at least come close. Just need to up the smoothness and mess around with the metallic
You're at the mercy of the world authors understanding of reflection probe usage.
So yeah, with that, you'll probably want a matcap!
that is true
Also you wouldn't want it to be metallic, you'd want the base colour (albedo) to be black.
i have the constellation shader but it doesnt work when i apply it normally
only when i drag / drop the example shader onto the piece i want the shader to be on does it work
and i copied the settings of the example and it still does not show up
Ok need big brain's time here:
I'm using a shader very similar to Standard. I have the option to use Emission (simple toggle), and the strength being determined by the color I input and a mask. It works like you'd expect. I have it off as my material really doesn't need it.
The problem is in worlds that don't use realtime lights or light probes. So, naturally, in those worlds my avatar appears the same color as the ambient color. My model is sampling light probes and it looks fine in worlds that use them and/or realtime lighting.
My question is, is there some way to enable emission when the shader is receiving no information from light probes/light probes aren't present on the map? Is there some way to figure this directly through the shader only? I've been messing around with solutions but I have yet to get anywhere with it.
Is there any way to make a shader look the same in every world?
I'm looking for the raindrop on glass shader that some worlds use it too.
@past pewter Could always create a mat cap with the same lighting effect
then not use world reflections
Does anyone know a free shader I could use with textures to make my characters look like this?
Is there any way to use custom shaders on Quest?
Or are you limited to the very small selection of shaders given to you by VRChat?
I can't find a better place to ask so I'll ask here
I'm using a premade protogen avatar I bought to make my character, who features plenty of RGB effects
While I have all the edits to the model done (I think) I still need to figure out the lighting
This is what I'm trying to make
This is what I've got
I want the RGB to be shifting as well, not just glow. For example, the colors will shift in a certain direction for the lines and spin around in the circles, just like what you'd see on your average gaming PC
Any ideas on how I could achieve such an effect?
never made anything for quest sorry, not sure
@past pewter For quest you are limited to the mobile shaders they give you in the SDK for avatars.
@vernal swallow if you want colored effects like that you're probably going to want to use a shader that supports emission or scrolling emission. You'll want to create a separate texture mask where all the areas you want to glow are white and everywhere you don't want to glow will be black.
Either 'scrolling emission' built into the shader or you can animate the emission texture's offset
Does anybody know a free shader that would get my characters to look like this?
Oh cool it doesn't work
Like this
@Ryan Golden#4620 custom shaders are not supported on quest sadly, while it is "possible" to get custom shaders on quest they will not work outside of the avatar menu
Dang nvm guess they left
@timid lark How would I go about making that texture mask, do you have a recommended method for that?
I'd just do it in blender. You'd create a new texture and then just paint the areas you want to glow white or whatever color you want it to glow for simplicity. Just make sure that anywhere you don't want to glow is black. Another thing you could do is take the UV's for those faces you want to glow, put them in the same little spot and then just make that spot white/colored.
But just drawing it over the avatar itself without messing with the UV's would be the easiest way
and you would get jagged edges over areas like the thigh there
And how would I go about making a new texture? I'm new to this stuff lol
Ah, one sec
This is for 2.8 you'll want to select your model, tab over to the Texture Paint section because the layout is easier to work with there, then you'll want to hit the little button that the 2 is pointing at to create a new texture. Just leave the color black and make the size the same as your color texture. Then on the right side just make sure your color is white and paint on the model where you want the glow to be
After you make the new texture you wont see it on your model, you'll need to make sure you follow these steps and then select the newly created texture if you want to actually see the progress you're making
After you're done you need to make sure that you save the image and not the project. Saving the project is good too just make sure you actually save the texture that you draw
and that's about all I can give you really. Beyond that I recommend YouTube
The second image I shared make sure you do the step to actually put the emission onto the model
Hitting the little mountain button will show you all the textures you currently have loaded into the project, setting it to the new emission map will show it on the model where you can begin painting on it
the tiny little mountain sun image next to new and open
And also, if you want it to glow to the full strength of the emission you apply, make sure you're painting with full white. If you want it to be a little duller then you use gray and etc...
I'm gonna just paint it with solid white and change the alpha of it later on in unity. However, I've done that and I still don't seem to be able to paint
If the model is white and the image on the left is Black then you don't have the right texture on it is the only thing I can think of
Still shouldn't prevent you from painting though
I mean it says it's using RGBMask, which is the file on the left
Ah make sure you are on the right shading mode
Hit Z and hover over solid
Wait I'm dumb that makes a difference in layout not on the texture tab
hmmm
Are you sure you have the model selected
like the whole model
I think I do yeah, minus the fanblades
which aren't a part of that original texture
Ok the only thing I could see it being is that the model doesn't actually have the texture applied to it. If it did the model would be Black like the texture. Go back to the Layout tab, select the main mesh that you want to paint, then go back into the Texture paint tab and make sure that the texture is still applied. And make sure it's the same texture
It's definitely selected. Something I'm noticing though is that I think it is applied, it's just greyed out. If I swap to the main texture, it shows up, but just greyer
What does the material tab look like (the red checkered sphere on the right toolbar near the bottom)
Actually, while still in the texture paint tab, switch to object mode and try selecting the mesh you want to paint that way and then switching back to texture paint mode
I don't think that did anything either
I'm not quite sure what to tell you then. I've never seen an issue like that myself and I was able to paint the green cube I showed without issues. The last thing I can recommend is saving the project, closing blender, then reopening it and seeing if that fixes it but beyond that I have not a clue
dang, aight
If someone more knowledgable than myself comes along and is able to say what it is though it'd be a help for sure
Anyone have a shader that simply makes emission flicker?
@timid lark @vernal swallow i come across the issue of not being able to paint directly onto the model very often and my solution for it is to click the "X" under the brushes menu, then add a new brush. make sure if the correct texture is linked to the model beforehand
not sure if it will work for your version but it wouldnt hurt to try
Anything's worth a shot if something doesn't work lmao
defo. i think it has something to do with the brush being "TexDraw" as opposed to being a normal brush
Hello, Unity question, is there a way to murge/combine 2 materials? im just trying to add some Emissive light to my fur shader/material.
question when using the quest shader, can you set a separate colour group per material as the vertex painting for a material doesn't work for the other.
Creating the new brush fixed it, although the avatar still isn't representing colors right. I'm definitely able to change the texture, but it's still all greyed up
I might need to do this on another PC as well. Drawing on the texture on my laptop makes it stutter like crazy x-x
I also only seem to be able the texture from the 2D view as well, I can't draw directly onto the 3D model. That'll make this a LOT harder
@slate urchin

Fur shaders are very unoptimized
Okay? Its still like 20+ layers
Each layer is like rendering that mesh again
Performance ranking means nothing lol
Parallax is achieved by rendering something multiple times to create depth
One pass is irelevant in this context
It still has nothing on hair cards
Youre still rendering the model multuple times no matter the method
You know what
Sure
I still recommend doing this instead though
The polycount looks fine to me
@fresh grove Parallax can be done in multiple ways, and overdraw is a problem whether you're rendering shells or cards.
Is there a good tutorial or example of projecting shaders onto other players avatars (world or player shader)
this is the best you're going to get https://www.youtube.com/watch?v=OKoNp2RqE9A
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65daysofstatic
basically: you can calculate the world position of each pixel on the screen using the depth texture
with the world position you can use screen space derivatives ddx ddy for the world normal
wolrd position + world normal can be used with triplanar texture mapping
normal is calculated as
float3 dpdx = ddx(i.worldPos);
float3 dpdy = ddy(i.worldPos);
i.normal = normalize(cross(dpdy, dpdx));
https://catlikecoding.com/unity/tutorials/advanced-rendering/flat-and-wireframe-shading/