#shaders

2 messages ยท Page 21 of 1

past pewter
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hey can someone help me

low hawk
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Anyone have any good shaders to simulate the effects of beads on water on a glass window?

past pewter
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sry caps on

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my bad

exotic helm
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Shaders - Standard

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Probuilder Vertex defaults work properly thought

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Using Baked Light

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Unity is rendering beautifully and properly. In-game different ball game

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Did the same thing with just a plane scene with one room and it's still the same result.

past pewter
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from the textres

past pewter
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Does anybody know the shader that changes the color of the mesh it is on based on the angle you look at it. I assume it has something to do with the normals viewed angle.
It's used on the eye of a model and if it looks down at you the eye is red and if it looks up at you it is blue

tulip ferry
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Maybe just a matcap?

velvet sorrel
low hawk
low hawk
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it's actually what i already went for

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we came full circle

thorn isle
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Do you use shaders to create water for a world or is it something else? I've been trying to make water for awhile and I am not sure if you use material for it?

velvet sorrel
# thorn isle Do you use shaders to create water for a world or is it something else? I've bee...

Yeah, typically you'd make water out of a water material and an effect volume inside it (like with post processing) to add screen effects. For the surface, I have a shader here : https://s-ilent.booth.pm/items/2577099

A water shader for Unity/VRchat that (ab)uses some Unity features to get nice, clean looking water without a heavy performance impact. To install, place the Shader/ folder with the shader into your Assets/ directory.

alpine plover
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Is there a way to have cameras, that project their image to a target texture, be visible to friends? I just tested it out and it doesn't seem to work. I was testing it with a friend. I just recently got back into VRChat and I remember that it worked ages ago. Is there some workaround e.g. by using a shader? I may have also done something wrong but I am not sure what it would be. I just created a camera in unity, it transmits its data to a render texture. I then just put it on a plane. For me my camera and the render texture works just fine but my friend only sees a black plane. ๐Ÿค” Any help is very much appreciated

alpine plover
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just checked through past messages in the chat. Lyuma posted something on the 27.10.2020. You aparently have to enable the camera with an animation for your friends to see it. If you read this Lyuma then thanks โœŒ๏ธ

wind cipher
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best shaders to use for mmd?

fossil cedar
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Usually I've ended up using Cubeds toon shaders

thorn isle
rose pewter
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@wind cipher I'd recommend using Poiyomi

steep swift
hasty raven
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anybody got a toon shader I can use that has different UV Maps?

hasty raven
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actually

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Cell Shading amirite? XD

fast crow
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Can someone can give me a hand with Untiy Shaders

static frigate
static frigate
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@light urchin i brought the new one in and still have the 2 errors

light urchin
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Just press clear those should go away, if not make sure you actually deleted the old version first before importing a new one

static frigate
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im pretty sure i deleted it unless theres soemthing i overlooked

light urchin
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Well did the errors go away from clear?

static frigate
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yeah

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is it all good?

light urchin
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Yeah

static frigate
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the thry menu didnt re appear

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i dont need that do i

light urchin
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Should still be there if you don't have any errors remaining

static frigate
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alright cheers

bleak lantern
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I have a problem that i never used to have on the same mode, moving shape keys for stuff like facial animations or visemes causes the shaders to kinda warp a little when using poiyomi.

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anyone know what the problem is?

static frigate
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i ported an reference smb file into blender but the model is pink with no texture and i dont know how to apply the mbp files that i think will fix it
anyone can help?

tawny warren
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Anyone got that shader that makes it so u cant see other shaders/particles

hardy dagger
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i think I know ๐Ÿคฅ of one @tawny warren

sonic shore
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A shader to have censor like anime has pixilated, to apply to certain area.

static frigate
cosmic fable
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You only have one material on the avatar, so only one shader can be applied.

static frigate
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How can i fix it?

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the original version of the model has multiple slots

cosmic fable
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If you take the model into blender, create a new material, and assign faces to it, then it'll work

static frigate
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ah alright

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is it much work?

cosmic fable
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Not really

static frigate
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alright

cosmic fable
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In this tutorial I will teach you how you how you can easily add multiple materials to an object in Blender 2.8.

The Ultimate Addon Development Course, Make Complex Addons for Blender:
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MASSIVE Simulations Course for Blender:
https://gumroad.com/l/MRtQr
https://blendermarket.com/products/course-massive-physics-simulations-i...

โ–ถ Play video
static frigate
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cheers

sour linden
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Who do I gotta suck off to get a compute buffer component going

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I just spent like 150+ hours trying to make shader physics work with a janky ass geometry shader pass + camera + render texture for holding data

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spoiler alert that shit didn't work

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also ofcourse my feature request gets drowned out because no-one knows what the fuck a compute buffer is or why it would it be amazing to have for shaders

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scream

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I just want fucking shader physics

tired token
sour linden
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Probably wouldn't have made a difference. From the looks of it, they already had a bunch of people behind the idea before posting it.

stiff berry
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I think chances are we will never get compute buffer component or blit component and instead we'll get them in udon which isn't quite what most of us want it for but ๐Ÿคทโ€โ™‚๏ธ

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having them on avatars would be nice

sour linden
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That's kinda bogus. Compute buffer component would take no more than few hours to write. I reckon blit would be similarly easy.

stiff berry
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for sure. We even provided a mock implementation

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I would guess the reason it hasn't been added is something along the lines of "This will be added to udon eventually so let's do it correctly later instead of providing a half baked solution for now"
Also it doesn't address the avatar use case, but maybe they have plans for udon on avatars some day idk

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hard to tell really

sour linden
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I mean, if they were really doing things proper, we'd have some proper security systems that would allow for custom scripts. I even tossed the idea in the features section for adding a system where avatars are uploaded to a server which compiles and run through all of the animations, going through checks on them to make sure they're not interfering with stuff they shouldn't be, and are working within bounds. I don't reckon it would be too hard to implement either, surely a lot more work than blit or compute buffer component, but I reckon with VRChat plus out now, they've either already got or will have the resources soon enough.

stiff berry
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I mean it took 3 years for the "Adjust volume of individuals" post to get added so it doesn't seem to matter how easy it would be

strange crown
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Has anyone tried making a matcap shader in Amplify yet? The example Amplify matcap shader seems to tilt with head tilt and I'm still struggling to figure out a way to restrict that from happening.

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Trying to do it with just nodes if possible, custom expressions are super hard for me to wrap my head around.

dark prairie
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does someone know how to make the poiyomi metalic material ? poiyomi shader use thry editor so i can't use unity settings

static frigate
wary junco
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though you are currently in wireframe mode so you won't see any textures even after adding them

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click this sphere to change to material view

static frigate
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except the head

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i tried to put it into unity where i clicked custom textures and then it self applied textures however they are black

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except the head again

wary junco
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Are you building for Android?

static frigate
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wdym

wary junco
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is this for Quest

static frigate
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no

wary junco
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Ok hm

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I know the mobile shaders bake the vertex color into the texture

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so if that part of the model has no vertex color, it gets multiplied with black

static frigate
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these shaders do work, the original model works in vrc with them

wary junco
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random shot in the dark but did you link two different models from different sources together?

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if so their UV maps might have been named differently

static frigate
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i dont know

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what i did is i had the model in a winrar then changed it with crowbar to work in blender , from blender to mixamo and back to blender

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is there any way to check?

wary junco
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Well I know nothing about what Crowbar or Mixamo does to models, I'd just assume one of them broke it.

static frigate
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crowbar seperated the model and textures

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the model into a ref.smb and textures into bmps

oak forge
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could i get some help please, im trying to make a working avatar for my quest and this is my first time dong this and im having a few problems

static frigate
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i dont know too much but it seems that the shaders arent compatible for quest

hollow plover
halcyon dove
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No

hollow plover
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damn so sad ๐Ÿ˜ฆ

noble agate
past pewter
uneven acorn
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hey friends ๐Ÿ™‚ wondering if anyone know a good way to get eyes to appear to have depth, like a galaxy or something? sorry if this is basic im fairly new to shaders

jovial charm
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Bit of a tough question, but anyone know how to get a float calculated on hlsl sent to a c# script? I cannot get getfloat to work

hardy dagger
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i dont think so

fast crow
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das someone have that shader

hardy dagger
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i might @fast crow pretty sure its silents fake glass

toxic egret
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unless you use compute shaders

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(but you probably can't do that (neither) in vrchat)

jovial charm
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Guess I'll have to do some digging then. Thanks!

hollow plover
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hi! i remember that i saw a screen space image shader that you could add multiple images does anyone knows which one im talking about?

toxic egret
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Custom c# scripts aren't allowed in VRChat

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@jovial charm

jovial charm
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So udon allows scripting in vrchat and covers a huge swath of unity functionality, and interestingly someone made a c# compiler for udon, effectively allowing us to code for VRChat in c#, albiet with some obvious restrictions. After work I'll see if compute shaders are exposed in udon, since if so that will be my answer

toxic egret
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I see the probabilities of it working in udon as very low, as compute shaders are quite the advanced topic. But if it works let me know

past pewter
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is there any shaders with both matcaps and additive blending

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im trying to port some half life stuff and it uses both

toxic egret
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wait what is a matcap

past pewter
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vrchat mobile has matcaps

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but no additive blending

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so

visual hawk
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anyone got uhhhhhhh

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RIOTFurFlat-lit FurShader

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mine broek

sonic oasis
light urchin
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Lightmapped is for worlds not for avatars, you can't do lightmapping on avatars

quasi lion
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Are there any shaders similar to Unity's Unlit/Transparent Cutout for Quest?

hardy dagger
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@quasi lion i believe the closest you can get to anything "transparent" is using additive but it may not be what you want

quasi lion
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Yeah, it's close but not exact...Oh well, should've realised how limited Quest shaders are haha. Thanks for your help.

sonic oasis
light urchin
light urchin
# sonic oasis Too warm.

Lightmapped shader only takes baked lighting so it won't abide by the lighting in your scene which by default in unity is warm looking

The other shaders abide by lighting properly changing depending on what color light is in the scene or how dark/bright the light is

You usually want to have proper lighting on avatars and not be unlit which the lightmapped shader would cause because if you are just unlit in dark scenes peoples eyes will burn by how bright you are

sonic oasis
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Im using an angel avatar so I want to be bright af.

light urchin
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Well that is your choice (but it might also cause people to block your avatar) and if you really want to do it just use the standard lite and plug your main texture into the emission slot

sonic oasis
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Youre telling me that its THAT bright?

light urchin
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Being unlit in a dark scene yes

jovial charm
sonic oasis
# light urchin Being unlit in a dark scene yes

Well so far I havent had any issues with the shader I use on the non quest avatar. People do tell me that im brighter than the rest of the avatars but its not a complaint though. Just them asking if I have noticed it and im just like "Yep. I chose to be bright." All about preferences in the end. Heres an example of the current brightness. Obviously I dont know how bright that shader that I cant use is but meh. I guess ill just accept my non brightness when I get this avatar to quest.

light urchin
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That wouldn't really bother me

sonic oasis
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Exactly

light urchin
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But using the lightmapped shader would cause you to be unlit

sonic oasis
light urchin
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Simply put lit means that the shader abides by the actual lighting, unlit doesn't making it bright

sonic oasis
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Ah.

azure timber
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im looking for shader that makes around look dark

storm wren
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I am building my own shaders, and trying to map things properly to the fallback shader. I am having a heck of a time getting transparency and emmission to work

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What am I missing? Do I need a switch to enable Emi or something?

muted osprey
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Any insight on why this bit of mesh is rendering over my liquid shader? I'm using a liquid shader I found on reddit, as far as the settings suggest, the top layer should render over objects behind it, but it only seems to do that for its own material. The mesh is using poiyomi's transparent shader (other variations have the same issue). Shader code is here: https://pastebin.com/ppbzx7mn

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I'll get a picture of it in a bit

ripe idol
jovial charm
# toxic egret I see the probabilities of it working in udon as very low, as compute shaders ar...

nope, got caught right as I was trying to finalize the compile with "System.NotSupportedException: Udon does not support variables of type 'ComputeShader' yet"

However, what I am essentially doing is trying to make use of the data buffer system of compute shaders. interestingly DX 11 is capable of doing this in normal old vertex shaders, so I might be able to squeeze something in through there ...

muted osprey
safe creek
velvet sorrel
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Yep, just recreate it in a shader

glass sigil
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Im a bit of a noob rn so please dont judge but i found this really cool skin and i want to use this shader or texture, i really dont know. However i dont know where to download it or recreate it

hardy dagger
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@glass sigil might be the lax or xiexe shader

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i have a few shaders that might be able to recreate if you want to try them out

glass sigil
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Honestly thats great

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Im sure they look great if you can

hardy dagger
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sure

toxic egret
jovial charm
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Haven't given up yet. I found an old vrchat project on githib, a neural network in a shader. It somehow is exporting results from the shader to CPU code using buffers. Still working on understanding it

dawn vapor
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So I have a minor issue with poiyomi's shader, but it's only local (other people don't see the issue when I ask). Basically on some of my avatars, the lighting likes to flash a bit or not work properly at all depending on what world I'm in. The Avatar Testing world for example, when walking around, the lighting will flash a bit (imagine like someone shining a flashlight on you but turning it on and off every second, sort of). If I go into the dark room on the map, the lighting doesn't get affected at all and I can see my avatar fully

I've tried duplicating materials from a working avatar onto a non-working avatar and that doesn't help. I can't tell if the issue is the shader, VRChat or Unity. I had this issue on V 5.2 and still have the issue after upgrading to V 6.0 a couple of months ago. Anyone experienced this before?

azure geode
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Does anyone have a poiyomi shader download for me? GitHub doesn't really work for me and the downloads error out around 40%

light urchin
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You could also join the server from the github page and download it from there

azure geode
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oh yeah, small brain, sorry :D

light urchin
jovial charm
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Has anyone ever seen this "StoreValue" being used in shaders? I cannot find any documentation on this

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nvm, its in an include file

dawn vapor
glass sigil
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lol

glass sigil
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fair

uneven acorn
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Hey guys! Im trying to create a beam of "Volumetric Light" Using the luka shader. Is anyone familiar with how I would go about doing this? I have the shader applied to a Cube but it seems to not affect the shape directly. It instead affects a radius around it. Any tips would be helpful

velvet sorrel
safe creek
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anyone know of any other shaders that have a hue shift option? anything but poiyomis as my use case needs a different shader

safe creek
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can anyone recommend any shaders or anything i can use in poiyomis to make a fancy looking springjoint ball?

pure raven
spring latch
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Can I set it to show only to myself as UTS2?
I want to make certain objects visible only to me.

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Like a VR camera control panel.

restive badge
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I'm trying to create a retro effect for a world, and I need a shader which will let me remap the scene to a 16 color palette, preferably with dithering and pixelation, or at the very least, apply this effect to a rendertexture so I can show what people's avatars look like with it enabled. Anyone have any suggestions? I see a few assets in the Unity store that do stuff like this, but they all appear to use scripts to create the effect.

velvet sorrel
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My suggestion is don't. It'll look awful in VR.

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If you need a 16 colour palette then... just use it when authoring the textures?

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And because the shader can't dicern what the focus point of the headset display is, any pixellation effect is going to look totally wrong in VR

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And then you want to apply it on top of people instead of the world? That'll make it a screen grabbing effect, which is pretty expensive on its own

candid dune
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Anyone knows a shader that goes by the name of "Unlitholo" or something like that? I used it for my avatar, but I deleted it, and now I can't find where to download it again -_-
thanks

restive badge
# velvet sorrel My suggestion is don't. It'll look awful in VR.

Lots of things look awful in VR... Like the world which lowers the floating point precision on your avatar. But it's still fun! Obviously if the dithering renders differently in each eye, that would be a problem, which is why I'd either disable that. or if I can't, I might have to stick to rendering the view to a texture. And I can't author it into the textures because what I'm trying to do is make a world with a neat effect you can enable at will to see it on your avatar.

That'll make it a screen grabbing effect, which is pretty expensive on its own

Yeah, but the world will be extremely simple graphically. It's just one of those quirky worlds that I wanna add a little extra pizzazz to.

velvet sorrel
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There's awful and there's awful.

mystic pecan
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Hey there, I'm working on an avatar, but I am seeking out a couple of shaders that would work for what I am trying to do. I seem to recall a Blacklight Retribution avatar with an Ice sword that would slowly add an ice texture onto your body radiating from the blade when stabbed. Anyone have an idea where this shader is? I'd love to be able to adjust it to suit my needs.

low hawk
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has anyone had any luck getting the mirror to apply on a non-quad shape?

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can't seem to get it on mine working

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is it topology dependent?

true kernel
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so i went to go press build but right after it i realized that i forgot to press lock on my poiyomi shaders and right after i tried to press cancel but now its frozen and stuck. will i lose anything if i force close it? i saved right before uploading.

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well i guess i found out the hard way... do not force close it if it gets stuck on compiling shader variants. it will break the shaders and the sdk if you do

sweet mango
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looking for someone who can help a little bit with a shader, it already follows your position when you move around the avatar but i also want the head to look up and down in the same way that it rotates around

past pewter
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Hey, does anyone here have a good version of the hentai dimension shader? You know the one, with the collase of lewd faces? The one I was able to find is super blurry from afar.

past pewter
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does anyone have a time shader that shoes a specific time zone's time?

hasty raven
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I don't think so.

desert arrow
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does anyboda have a shader that shakes the camera?

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and if yes can I download it?

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a shader like in this video? https://www.youtube.com/watch?v=MsYzY8pFTXI

So I thought that I made a tutorial on keyframing already, but I didn't..So I'll provide a link to a tutorial by Neko. It goes over the basics of keyframing enough to get an idea of what to do.

NEKO Keyframing Tutorial - https://www.youtube.com/watch?v=65_m_XY9hXU&t=3s

Screen Shake Shader - https://tinyurl.com/y5zm5atx

Song Used - https://www...

โ–ถ Play video
desert arrow
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i have searched the entire internet for such a shader

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I found none

hexed garden
desert arrow
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thank you

toxic egret
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Oh god those are the worst

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How to get blocked: use those shaders

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For when you're trying to get into the nuisance rank

green crane
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i have poiyomi 6.1 shader which i guess is the last free version. Does it has a outline or something? i can't find it anymore

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or another question: does someone have good MMD-like shader with outlines?

tired token
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It does have an outline, it's a separate shader

green crane
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huh

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i'll check it, thanks

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still, looking for shader that looks like this https://sketchfab.com/3d-models/magical-mirai2019hatsune-miku-e8a9450e265e466ab856e3e8f8d529a0
if you know something similar please tag or dm me

muted osprey
toxic egret
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well yeah there might be legitimate uses for them but so far every single time I have encountered in vrchat it has been super annoying and results in avatar hidings and blocks

muted osprey
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It just takes nuance. Something a lot of people don't have. Which is why I don't help anyone on here with them

toxic egret
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there was one that I found funny, when done once, as it was very light and didn't fuck up my vision horribly as they usually do. But then someone else started doing the same over and over again and that one resulted in great annoyance

green crane
tired token
green crane
desert arrow
green crane
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still try to avoid use this avatar in public. and stay cheeki-breeki

wise cradle
honest jackal
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not sure if this is the right place but i am trying to make a mincraft stile avatar and the pixles come out blurry , i am not sure what to do in unity to fix it. this is how it looks in blender . and this other if unity

hardy dagger
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@honest jackal the texture/image needs to be set to "no point" i believe in unity

honest jackal
brisk junco
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Do yall know how to do those UI shaders where only one person can see it

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Like only the person whos avatar it's attached to

muted osprey
brisk junco
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oh epic

past pewter
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What shader should iuse for quest

proven flare
ocean ocean
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Can anyone explain how to make a screenspace shader that can fix this issue? How this shader works is you apply it to an object and so long as the surface with the applied shader is within the bounds inside or out, it will project the image on the any other surface surface, however, if the object "clips" through a wall or object, it does not show the image. Can it be done to where regardless of whether the object with this applied shader clips through an object, still applies the screen effect?

velvet sorrel
past pewter
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where can i dowenload cube paradox flat lit toon

halcyon dove
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That shader has been deprecated for quite some time now. Advised to use a different one.

past pewter
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why

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?

halcyon dove
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Last it's been updated was for Unity 5.6.3p1, more likely to cause issues in modern Unity versions or when uploading the Avatar to VRChat.

past pewter
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mhh

undone pewter
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does anyone know if it would be possible to have a quest avatar with an animated material?

past pewter
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I am already using the cubed shaders, poiyomi, and even Xiexes! Yet every avatar in game just looks like this. Any shaders to cure my illness?

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(the page on the avatar didn't have any recommended Shaders btw)

hardy dagger
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standard

past pewter
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I fixed it, somewhat

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avatar is fine, but my vrchat is broke

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I can't see shaders kinda. Like most shaders are grey white planes and my avatar isn't working for me. Everyone else sees it fine

toxic egret
past pewter
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I got someone to clone it, and if I turned off custom animations it showed the colors

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so im messing with the animations rn

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I fixed it ๐Ÿ˜„

indigo hedge
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Is there any way to import settings from a really old version of the poiyomi shader to a new version? I bought an avatar that had a really old version of the shader and I can't upload the avatar because of it. I switched it with the latest version but the fur becomes all flat and looks nothing like how it originally should

sly schooner
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Maybe a really dumb question, but does the shading tab of Blender make a shader via the nodes or is it just a very capable shader on its own?
If it's the former, could you make a shader with a node editor that exactly replicates a look you've attained in Blender? If it's the former, then I guess I need something as close to that as I can get a hold of.

brittle plinth
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Blenderโ€™s shaders function on a fundamentally different rendering method than anything Unity supports, so while you could create a shader for Unity that looks similar to one made in Blender, you canโ€™t just copy over the nodes. Blender also supports certain physical properties on a different level (metalness in Blender is a hacky implementation built on top of its specular calculations, while Unityโ€™s HLSL shaders are able to do real metalness), which can produce different results.

sly schooner
velvet sorrel
chilly pasture
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Out of curiosity. would it be possible to create a shader to create a artificial Horizon? (Airplane hud) mostly just the angle lines and the center horizon. and if so would anyone have any resources that could help me learn how to do so?..

past pewter
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Yep quite easy actually @chilly pasture

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I personally cant make screenspace shaders but you can use any screenspace and just get the green parts of that image as a transparent png

chilly pasture
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The idea is to use it as a overlay on the camera hud for the upgraded version of my drone.. but my shader knowledge is limited to say the least.

past pewter
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I think i should have something for that

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But rn im bout to sleep so

sly schooner
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If it's a pain in-shader, there's always constraints in tandem with the screenspace.

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Oh wait. That isn't how screenspace works.

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You'd have to use something else.

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Assuming you'd want it to actually function like an artificial horizon anyway.

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I guess error hud could kinda replicate it if you mess with the positioning.

chilly pasture
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The point of me wanting to do it on a shader is because it's supposed to be an overlay ontop of a render texture. (to keep material and renderer costs down as much as possible) as it's for a public prefab

sly schooner
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I guess it might take some dissecting though to purpose it for your usage.

chilly pasture
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true..

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and i believe there's also a compass on there.. that might be a good start too. as that's basically what i need just in the wrong axis :P

chilly pasture
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Yet again saving my ass huh scruffy! altho more direct this time :P! Thank you so much!

tired token
#

I think you'd probably want to go download the entire package for the material, texture and mesh setup (Should be a Release package on the repo page)

lusty fern
#

Anyone have a good toon shader that isn't Poyomi's?

lusty fern
#

I for the life of me can't find one that has a good rim light. Rim light doesn't even work on half of them and the one it does (Poiyomi's) you can't change the direction of

lusty fern
#

nevermind I figured it out

patent sundial
#

anyone know why when I export an avatar from blender to unity the texture for emissions is gone?

muted osprey
patent sundial
#

No there isnt I was just wondering if there was a specific reason since im trying to optimize the model as much as possible and I assumed exporting with that file on the avatar would be the most efficent optimization

still trench
#

having a problem where it seems that some shader features are missing on avatars when uploaded, like shadows and highlights, cannot figure out if it is on my end or vrchat, happening with multiple shaders. anybody have any idea?

velvet sorrel
green crane
#

wha... but you paid for this

elfin basalt
toxic egret
#

What's wrong with the tutorial?

tired token
#

Looks like the tutorial uses scripts, which isn't the best for VRC.

elfin basalt
#

Does anyone have a shader that can be used to create a particle sea?

hasty raven
#

can anyone please describe to me what kind of material this is?

#

like poly urethane polished and stuff like that

unborn imp
elfin basalt
#

OMG YES

unborn imp
elfin basalt
#

Did you do that with shader graph @unborn imp?

unborn imp
#

no poiyomi

elfin basalt
#

Can I message you @unborn imp ?

#

Or do you want to share it here so people can see?

unborn imp
#

you can message me ๐Ÿ˜„

elfin basalt
#

Hummmmmm poyomi failed to compile... odd

unborn imp
#

oh

unborn imp
lusty fern
#

Is there a way to stop the outline on Poiyomi's toon shader from getting bigger when you get far away from it

ivory zinc
robust thistle
#

hi all

i try to work in unity with some post-processing-shader but i have this error
Assets\Shaders\Vision PostProcessing Shader\Visual.cs(6,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'Visual'

what i need to do so that kind of shader will be compatible with unity and vrchat ?
any idea ?

still trench
#

yea, they were all attached, since then I've actually confirmed with a few other people that some shaders just seem to be partially broken in vrchat after the latest patch

toxic egret
robust thistle
#

@toxic egret
yes it is a c# script
so how in the world i can import real working night vision shader to work on my avatar
i try to find on google but there is as you know only github version shaders etc etc
but i did not find any shader like that compatible with unity and vrchat sdk
plust it will be wary nice if any exist that they have a nice tutorial
so people will know how to make that possible in vrchat

ivory zinc
toxic egret
#

if custom post-processing requires c#, then you can't do that. You need a different way of doing it.

#

This might have the same problem

ivory zinc
#

Yeah, I noticed

#

What do you call the effects that trolls use again? The ones that can make your camera shake and whatnot

toxic egret
#

oh god those are the worst I hate them

ivory zinc
#

Yeah, but what are they called? My idea was for him to make an effect of his own, and play it locally so he could get the nightvision effect

#

Like, make the radius only around the player camera or something

#

Then a gesture trigger and loop

robust thistle
#

@toxic egret
same
that's why i have safety for everything and enable only their voices
but friend section everything is enabled

#

@toxic egret
i only need those because i have vision problem and the fact that i cant't set my gpu or tv every time i vent in dark and big world
with that and with scanner vision i will be able to locate them

wild oxide
#

you cant use custom post processing scripts

#

and you certainly cant use post processing on avatars

#

what you can do is look for a shader that emulates that effect with a grab pass

#
  • ๅ†…ๅฎน - ใƒŠใ‚คใƒˆใƒ“ใ‚ธใƒงใƒณใ‚ทใ‚งใƒผใƒ€ใงใ™ใ€‚ ๆฌกใฎใ‚ˆใ†ใชใƒ‘ใƒƒใ‚ฑใƒผใ‚ธๆง‹ๆˆใ‚’ๆŒใฃใฆใ„ใพใ™ ahzkwid_nightvision_shader.unitypackage Headใซๅ…ฅใ‚Œใ‚‹ใจใ€ใƒกใƒƒใ‚ทใƒฅใŒๆถˆใˆใ‚‹ใฎใงNeckใซๅ…ฅใ‚ŒOverlayใ‚’ไฝฟ็”จใ—ใฆใใ ใ•ใ„ใ€‚Headใซๅ…ฅใ‚Œใ‚‹ใจใ€ใƒกใƒƒใ‚ทใƒฅใŒๆถˆใˆใ‚‹ใฎใงNeckใซๅ…ฅใ‚ŒOverlayใ‚’ไฝฟ็”จใ—ใฆไธ‹ใ•ใ„ใ€‚RanderRangeใฏ0.1ไปฅไธ‹ใŒใŠๅ‹งใ‚ใงใ™ใ€‚ v1.1.2 ใ‚ชใƒผใƒใƒผใƒฌใ‚คใฎใƒใ‚ฐใŒใชใใชใ‚Šใพใ—ใŸใ€‚ v1.2.1 ไธ€้ƒจใฎใ‚ชใƒ–ใ‚ธใ‚งใ‚ฏใƒˆใŒๆถˆใˆใ‚‹ใƒใ‚ฐใŒไฟฎๆญฃใ•ใ‚Œใพใ—ใŸใ€‚ UIๆฉŸ่ƒฝใŒ่ฟฝๅŠ ใ•ใ‚Œใพใ—ใŸ VRใงๆบใ‚Œใ‚‹็พ่ฑกใŒๆถˆใˆใพใ—ใŸใ€‚
#

for example

robust thistle
#

@wild oxide
thank you

i will try to make it work in vrchat on my avatar

solar rune
#

Does any1 know some water shader with good distortion? not clean water or smth like that @_@

wary junco
#

My fallback shader is correctly being generated as Toon Cutout, but I've noticed it also seems to be z-writing and blocking transparencies behind it. What have I done wrong?

shy vault
#

It seems I accidentally made my world crash almost every Quest user.. :/ using this shader

Shader "_Shaders/Rainbow" {
    Properties {
        _Luminosity ("Luminosity", Range(0.0, 1.0)) = 0.5
        _Spread ("Spread", Range(0.5, 10.0)) = 3.8
        _Speed ("Speed", Range(-10.0, 10.0)) = 2.4
        _TimeOffset ("TimeOffset", Range(0.0, 6.28318531)) = 0.0
    }
    SubShader {
        Pass {
CGPROGRAM

#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Shared/ShaderTools.cginc"

fixed _Luminosity;
half _Spread;
half _Speed;
half _TimeOffset;

struct vertexInput {
    float4 vertex : POSITION;
    float4 texcoord0 : TEXCOORD0;
};

struct fragmentInput {
    float4 position : SV_POSITION;
    float4 texcoord0 : TEXCOORD0;
    fixed3 localPosition : TEXCOORD1;
};

fragmentInput vert(vertexInput i) {
    fragmentInput o;
    o.position = UnityObjectToClipPos(i.vertex);
    o.texcoord0 = i.texcoord0;
    o.localPosition = i.vertex.xyz; + fixed3(0.5, 0.5, 0.5);
    return o;
}

fixed4 frag(fragmentInput i) : SV_TARGET {
    fixed2 lPos = i.localPosition / _Spread;
    half time = _Time.y * _Speed / _Spread;
    half timeWithOffset = time + _TimeOffset;
    fixed sine = sin(timeWithOffset);
    fixed cosine = cos(timeWithOffset);
    fixed hue = (lPos.x * sine + lPos.y * cosine) / 2.0;
    hue -= time;
    while (hue < 0.0) hue += 1.0;
    while (hue > 1.0) hue -= 1.0;
    fixed4 hsl = fixed4(hue, 1, _Luminosity, 1.0);
    return HSLtoRGB(hsl);
}

ENDCG
        }
    } 
    FallBack "Diffuse"
}

Any idea what part of the shader could be crashing them ?

toxic egret
#

did you make this?

shy vault
#

no

#

I have almost no idea how to make shaders

#

I understand the basics.. but this is out of my league

#

๐Ÿ˜„

#

Works perfectly fine and no crashing/lagging for PC but Quest just hates it

toxic egret
#

hmm

#

I thought you could only use the whitelisted shaders on quest

#

maybe that is the problem?

#

nevermind that is only for avatars

shy vault
#

yea only for avatars.. on world you can use almost any

#

What could be the issue though ?

wild oxide
#

maybe just take the HSLtoRGB function out of shadertools.cginc since it doesn't seem like you're using anything else in there

shy vault
#

Like take it out and put it inside of this ?

#

This is what Shadertools.cginc looks like

inline fixed4 RGBtoHSL(fixed4 rgb) {
    fixed4 hsl = fixed4(0.0, 0.0, 0.0, rgb.w);
    
    fixed vMin = min(min(rgb.x, rgb.y), rgb.z);
    fixed vMax = max(max(rgb.x, rgb.y), rgb.z);
    fixed vDelta = vMax - vMin;
    
    hsl.z = (vMax + vMin) / 2.0;
    
    if (vDelta == 0.0) {
        hsl.x = hsl.y = 0.0;
    }
    else {
        if (hsl.z < 0.5) hsl.y = vDelta / (vMax + vMin);
        else hsl.y = vDelta / (2.0 - vMax - vMin);
        
        float rDelta = (((vMax - rgb.x) / 6.0) + (vDelta / 2.0)) / vDelta;
        float gDelta = (((vMax - rgb.y) / 6.0) + (vDelta / 2.0)) / vDelta;
        float bDelta = (((vMax - rgb.z) / 6.0) + (vDelta / 2.0)) / vDelta;
        
        if (rgb.x == vMax) hsl.x = bDelta - gDelta;
        else if (rgb.y == vMax) hsl.x = (1.0 / 3.0) + rDelta - bDelta;
        else if (rgb.z == vMax) hsl.x = (2.0 / 3.0) + gDelta - rDelta;
        
        if (hsl.x < 0.0) hsl.x += 1.0;
        if (hsl.x > 1.0) hsl.x -= 1.0;
    }
    
    return hsl;
}

inline fixed hueToRGB(float v1, float v2, float vH) {
    if (vH < 0.0) vH+= 1.0;
    if (vH > 1.0) vH -= 1.0;
    if ((6.0 * vH) < 1.0) return (v1 + (v2 - v1) * 6.0 * vH);
    if ((2.0 * vH) < 1.0) return (v2);
    if ((3.0 * vH) < 2.0) return (v1 + (v2 - v1) * ((2.0 / 3.0) - vH) * 6.0);
    return v1;
}

inline fixed4 HSLtoRGB(fixed4 hsl) {
    fixed4 rgb = fixed4(0.0, 0.0, 0.0, hsl.w);
    
    if (hsl.y == 0) {
        rgb.xyz = hsl.zzz;
    }
    else {
        float v1;
        float v2;
        
        if (hsl.z < 0.5) v2 = hsl.z * (1 + hsl.y);
        else v2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
        
        v1 = 2.0 * hsl.z - v2;
        
        rgb.x = hueToRGB(v1, v2, hsl.x + (1.0 / 3.0));
        rgb.y = hueToRGB(v1, v2, hsl.x);
        rgb.z = hueToRGB(v1, v2, hsl.x - (1.0 / 3.0));
    }
    
    return rgb;
}
wild oxide
#

maybe not

#

I'm still rather inexperienced with shaders myself so I can't really say much, but maybe its a bit too expensive for quest to handle?

#

does it actually crash the quest?

shy vault
#

Yea.. but not immediately

#

Like.. 1-5 minutes after the shader is enabled

#

I was thinking if something like float overflow or something could be happening here or something but that doesn't seem the case

wild oxide
#

maybe change them to halfs

shy vault
#

Soo to higher precision ?

wild oxide
#

lower precision

shy vault
#

wait which ones ?

#

the floats or the fixeds ?

wild oxide
#

oh you already have fixed

#

but idk, i'm still inexperienced with shaders

shy vault
#

I can try changing the floats to halfs..

wild oxide
#

I do know that whats its doing is a bit expensive though

#

at least as far as I can tell when reading up on how to implement my own hue change in shaders

shy vault
#

Well after changing all the floats to halfs it still seems to work.. and still looks good ๐Ÿ˜„ now the crash test

steep swift
#

@shy vault why is there a while loop there? Maybe fixed variables can't go above 1.0? Try changing all the fixed to float or something.

Actually replace these two while loop lines with

hue = frac(hue);

toxic egret
#

yeah you seem to have a lot of ifs and whiles, that is bad

steep swift
#

I wonder if the code was like subtracting for each second you are in the world or something one by one in a loop

#

If can be ok if they are the same across adjacent pixels but still not usually good looking. But yea watch out for while or for loops

#

You can literally crash the hardware if you have a while loop that never ends

shy vault
#

Yea I was thinking about that if something like that isn't happening there.. and Quest just can't handle it or something ?..

steep swift
#

Maybe it's nan or the precision is low enough that subtracting 1 returns the same float (this can happen)

shy vault
#

hm ๐Ÿค”

steep swift
#

That's why use frac which is faster and literally does the same thing but without the precision issue

shy vault
#

ah I mean as I said I know the very very very basics about shaders.. ๐Ÿ˜„ and this is not my shader I couldn't make anything this complex with shaders..

#

Also what about this ?

inline fixed hueToRGB(half v1, half v2, half vH) {
    if (vH < 0.0) vH+= 1.0;
    if (vH > 1.0) vH -= 1.0;
    if ((6.0 * vH) < 1.0) return (v1 + (v2 - v1) * 6.0 * vH);
    if ((2.0 * vH) < 1.0) return (v2);
    if ((3.0 * vH) < 2.0) return (v1 + (v2 - v1) * ((2.0 / 3.0) - vH) * 6.0);
    return v1;
}

There seems to be TOO many ifs..

#

Could it be perhaps somehow shortened ?

quasi lion
#

Do Poiyomi's Toon Shaders not work properly with SDK3?

#

The UI of it doesn't load properly.

light urchin
#

Well you didn't really screenshot the errors to see what the actual problem is

#

But most likely your version is too old delete and import the latest

quasi lion
#

This is the latest version

light urchin
#

Now that I see the actual error your pumkin tools are too old you need to update those or you possibly updated the project from sdk2 without removing the scripting define

quasi lion
#

Poiyomi shouldn't be effected by Pumkin Tools, right?

light urchin
#

Anything will be affected if you have a scripting error stopping things from compiling

quasi lion
#

Alright, I'll delete it and see if that fixes it.

stiff berry
#

i haven't looked at the generated assembly but all those ifs are probably less than optimal

dawn vapor
#

Heya, where can I use a roughness and height map in Poiyomi's shader? Can't find anything for roughness and the only thing for height is in Parallax which doesn't look right (unless I'm using it wrong). If they aren't available then np ๐Ÿ™‚

dawn vapor
#

Figured out the roughness map but still not sure about height

storm ice
#

Anyone know a good shader to replicate cloud movement

past pewter
#

Probably a noob question but Iโ€™m gonna ask it anyways

#

Is there a way to get reflective shader onto materials?

#

Like for example if I wanted something to look like steel and shiny could I do that?

#

And would it render in VRC?

shy vault
#

Thanks @stiff berry gonna check that out and try to figure out how to implement that into that.. ๐Ÿ˜„

#
    Shader "_Shaders/Rainbow" {
        Properties {
        }
        SubShader {
            Pass {
    CGPROGRAM

    #pragma vertex vert
    #pragma fragment frag
    #include "UnityCG.cginc"
    #include "Shared/ShaderTools.cginc"



    struct vertexInput {
        half4 vertex : POSITION;
        half4 texcoord0 : TEXCOORD0;
    };

    struct fragmentInput {
        half4 position : SV_POSITION;
        half4 texcoord0 : TEXCOORD0;
        fixed3 localPosition : TEXCOORD1;
    };

    fragmentInput vert(vertexInput i) {
        fragmentInput o;
        o.position = UnityObjectToClipPos(i.vertex);
        o.texcoord0 = i.texcoord0;
        o.localPosition = i.vertex.xyz; + fixed3(0.5, 0.5, 0.5);
        return o;
    }

    fixed4 frag(fragmentInput i) : SV_TARGET {
        fixed2 lPos = i.localPosition / 8;
        half time = _Time.y * 0.2;
        fixed sine = sin(time);
        fixed cosine = cos(time);
        fixed hue = (lPos.x * sine + lPos.y * cosine) / 2.0;
        hue -= time;
        hue = frac(hue);
        return HUEtoRGB(hue);
    }

    ENDCG
            }
        } 
        FallBack "Diffuse"
    }

This is what I have now

#

inline fixed4 HUEtoRGB(in float H)
{
    float R = abs(H * 6 - 3) - 1;
    float G = 2 - abs(H * 6 - 2);
    float B = 2 - abs(H * 6 - 4);
    return saturate(float4(R,G,B, 0));
}

And this

storm ice
#

Are there any free alternatives like shaderforge for a graphical interface for making shaders?

toxic egret
#

Not in unity 2018 at least

#

Unity 2019 and onwards does have one

brisk gull
#

There's a fork of shaderforge for unity 2018

round fox
past pewter
round fox
#

yes

past pewter
#

Like the shine?

#

Does it look like actual steel/metal?

#

To anything shiny at all

#

Or*

raw kettle
#

Why is the standard shader with cutout option being blocked by the safety settings but not the Pyomi one that is waaaaaaaay more expensive?

#

weren't only custom shaders supposed to be blocked?

muted osprey
velvet sorrel
#

@past pewter Unity's Standard shader has realistic metallic shading, and my shaders support it too

past pewter
#

Is it just in unity?

#

Or in vrchat aswell?

raw kettle
# past pewter Or in vrchat aswell?

In VRChat I achieved the same effect both with the standard shader and paiyomi, but when someone deactivate shaders in safety settings on Paiyomi they can see the cutout perfectly, on the standard one is paper because the cutout is not being applied

vast timber
#

any idea why recently shaders are displayed wrong in the game? It looks normal in preview and worked before but recently turned into mush

#

and avatars look greyish including hair and clothing

#

especially white colors are displayed as gray as if there was a shadow covering the whole model (?)

gritty folio
#

Which shader are you using?

#

The recent update changed a bit

vast timber
#

uh applies to all my avatars but unity toon shader

#

i tried with shader that came with avatar but also tried the latest ver

#

no change

gritty folio
#

Are you sure it's the same world? It could just be something with the world?

vast timber
#

tried all the popular worlds

#

1 out of 50 displayed it correctly

#

but the only one it worked had some mad effects anyway and for some reason it looked normal there

gritty folio
#

Huh well maybe someone knows what's up

vast timber
#

and this was fine a couple months ago or so but recently all avatars look like they're covered in shadows

#

even outfits that had bright white color are now dark grey

#

obv shader problem but its new i think

#

I hope it's just temporary

gritty folio
#

I'm sure they'll be some bugs

vast timber
#

this bug has been going on for maybe 2-3weeks since I noticed it?

#

I'm used to bugs in vrc but having all avatars bugged for this long is new to me lol

gritty folio
#

I'm having a bug since the last update with Xiexes toon shader where in worlds with realtime lights in them, I seem to flicker brightness when I move my head, so there could be more

vast timber
#

ah yeah I think I've seen that before.

#

Let's just hope for the best

#

i tried re uploading avatars and updating shaders but the problem seems to be in-game

#

on avatar preview it displays as normal though

#

it looks gray and messed up after changing avatar

hushed rock
#

so uh, for unity is there a trick for black hair and alpha textures? lol

#

model I'm porting uses alphas, and making it incredible difficult getting the sides and back of his hair black

dawn vapor
#

Heya, with Poiyomi's shader, is there a way to make the tint mix of outlines apply to hue shifts? I'm on v6.0

median sable
#

With this could I have like a shader that looks like ultra instinct and still have the ones on it already

hexed stone
#

Most worlds use baked lighting, and so thats how only rarely it shows up with the real-time lighting

vast timber
wild oxide
#

there has been some reports of certain shaders not having their shadows/shading rendering correctly since the update that had the graphics optimization changes iirc

hasty raven
#

okay I need some help here pls

#

does anyone have a subsurface scattering shader that has a roughness map?

past pewter
#

hey has anbody a good glas shader

tired token
#

Standard

past pewter
#

thats bit reflective tho

tired token
#

But it's one the best representations of glass

velvet sorrel
past pewter
#

Anyone can help me get a shader that can do this a bit better and not so pixelated

muted osprey
past pewter
muted osprey
past pewter
#

But it looks fine on my texture itself

brisk gull
#

What is the resolution of your texture?

tired token
#

Use Poiyomi's decal option

velvet sorrel
#

Or my shader's decal option

gritty folio
#

might want to explain to them what that is lol

hasty raven
#

anybody got a good hair shader?

hasty raven
#

thanks

hasty raven
#

also, I've been noticing with Mochie's latest shader that the Alpha channel doesn't scroll when I turn it on

#

here's a good example

#

the base color moves but the alpha does not

#

if there's any temporary shaders that can make the alpha move with the diffuse that'd be great

hasty raven
#

oh wait, it turns out all you need to do is plug it into an alpha channel in photoshop nvm

hasty raven
#

Just updated it

past pewter
light pond
rough imp
#

@split girder is it possible to stamp an image decal in substance painter?

split girder
#

yeah absolutely, the only requirement is for that image to fit in a power of 2 resolution image

gaunt spoke
#

Is there any way to provide arbitrary input to a shader in-game?

gritty gale
#

So does anyone possibly have an overlay shader for particles? im basically trying to make an effect where i could turn someone to stone with a particle effect

#

*have or know of

steep swift
# light pond Using Arktoon Fade, this happens with outlines and an alpha mask

This is probably caused by the problem known as transparency sorting, specifically the front hairs (and maybe more) being semi-transparent.
A few common approaches to solve this are:

  • (a) Use an Opaque shader and forego transparency.
  • (b) The standard approach for solving this is to split the mesh into multiple materials: most of the mesh including the head and the side hair would be opaque, and only the front hair would be transparent;
  • (c) Use a "depth pre-pass" shader, which prevents two layers of transparency from drawing on top of each other. This will cause the whole model to become transparent behind the front hair. So you might still want to split hair into its own material
  • (d) use a Dithering or AlphaToCoverage shading mode. (AlphaToCoverage is a kind of per-sample dither for users with MSAA on: VRLow and VRHigh quality but not DesktopLow)
  • (e) Similar to (b), but make all the hair transparent, but ensure polygons are rendered in the correct order (polygons are drawn in order, so you want all the polygons to have a meaningful order, like inside hairs rendered first, then outside hairs). This is a bit hard to do in some modeling programs and a bit error prone, and not possible for more complicated meshes.
#

A note about depth prepass: some transparent shaders simply enable Z-Write, and combined with good polygon ordering, is enough to deal with this.

#

Some popular toon shaders for VRChat do either depth prepass or ZWrite by default. This might be why you notice the issue when switching to ArkToon

#

Also, a note about perfromance: contrary to what the VRChat performance ranks may suggest, performance can improve by using more materials, because you can render more of the model opaque, taking better advantage of the depth buffer / Z buffer, and reducing the amount of blending your GPU has to do

steep swift
# gritty gale So does anyone possibly have an overlay shader for particles? im basically tryin...

Checkout Neitri's shaders here, which use the "Camera Depth Texture" https://github.com/netri/Neitri-Unity-Shaders/
You will probably have to adapt some of the shaders to do what you need, but there is a lot of good reference code for depth based effects

light pond
#

Half of that message went way over my head, I ran into a similar issue, but only in certain lighting conditions when using Poiyomi Transparent Outline

#

I'll try the things you mentioned, but I think I'll end up with a 4th material just for the bangs

past pewter
#

Does anyone have an equation shader that I can use

#

I can't find onee

grim plinth
#

Wdym by equation shader?

past pewter
#

It's a moving shader with equations on it

#

XD

#

Can't find one I like

grim plinth
#

So just put an equation texture on an animated shader

past pewter
#

But as a dumb person, who

grim plinth
#

get animated shader

drag equation image into slot

you are now slightly more competent

past pewter
#

Ah, interesting

grim plinth
#

Just do some basic unity tutorials, it'll help you a lot

velvet sorrel
# light pond Using Arktoon Fade, this happens with outlines and an alpha mask

Try my shader and use Cutout instead of Fade. Ingame it'll use Alpha-to-Coverage which makes it transparent without causing the sorting to break!
https://s-ilent.booth.pm/items/1894974

Silent's Cel Shading ShaderใฏVRchatใŠใ‚ˆใณUnity็”จใฎใ‚ทใ‚งใƒผใƒ€ใƒผใงใ™ใ€‚ๆœ€ๆ–ฐๆŠ€่ก“ใ‚’้ง†ไฝฟใ—ใŸใƒˆใ‚ฅใƒผใƒณใƒฌใƒณใƒ€ใƒชใƒณใ‚ฐใ‚’ๆไพ›ใ—ใ€ๅคšๅฝฉใชๆฉŸ่ƒฝใงๅคšๆง˜ใชใ‚นใ‚ฟใ‚คใƒซใ‚’่กจ็พใงใใพใ™ใ€‚Unityใฎใ‚ใ‚‰ใ‚†ใ‚‹ใƒฉใ‚คใƒ†ใ‚ฃใƒณใ‚ฐใซๅฏพๅฟœใ—ใฆใ„ใพใ™ใ€‚ ใƒฏใƒผใƒซใƒ‰ใฎใƒฉใ‚คใƒ†ใ‚ฃใƒณใ‚ฐใ‚’ๆœ€ใ‚‚ๆญฃ็ขบใซๆๅ†™ใ™ใ‚‹ใ“ใจใ‚’็›ฎๆจ™ใจใ—ใฆใ„ใพใ™ใ€‚ โ€ปๆณจ๏ผš ็”ปๅƒใฎใ‚ขใƒใ‚ฟใƒผใฏใƒ‡ใƒข็”จใงใ™ใ€‚ใƒขใƒ‡ใƒซใฏๅซใพใ‚Œใฆใ„ใพใ›ใ‚“ใ€‚

past pewter
#

any body know of a shader that supports 4 diffuse maps

hasty raven
#

can't say that I do

#

at least not yet

brittle plinth
#

What do you need four diffuse maps for?

hasty raven
brittle plinth
#

Technically yes, but that doesnโ€™t explain the need for four diffuse maps. Really what matters is what theyโ€™re being used for. A shader could use a primary and three secondaries that get blended using vertex color as a factor, or it could be a terrain shader that uses each texture for one direction the geometry can face. In Blender, I frequently work with a material that takes four diffuse maps, but only because itโ€™s really six materials packed into one node group.

hasty raven
#

sounds like a lot

#

I do accuracy on a shader from a friend of mine that is close to accurate but then unity itself gets kinda......eh when it comes to showing materials that were originally made in 3DS Max

brittle plinth
#

Shaders are probably one of the hardest things to port, since there are so many different ways to make them and each program produces slightly different results that donโ€™t always carry over cleanly.

hasty raven
#

it's probably the shading style that might be off but I think it's fine

vale hemlock
#

Sometimes, shaders show up differently in VRChat even when you test them in Unity. World lighting and making a shader that works in VR is a thing!

lofty dragon
#

It's probably been asked a million times, but how do those blind avatars work? I want to mess around with the effect by using it in a world.

velvet sorrel
hasty raven
#

Huh, your shaders improve quite drastically

hasty raven
#

Meanwhile I make stuff like this

#

Oh wait wrong channel

hasty raven
#

I need a shader that has an effect of subsurface scattering like the one seen here

#

Got anything?

chilly vine
#

Any good places to find shaders? Like the ones that are ether xray, wireframe overlays, or whatever. I seem to have a very hard time finding such things.

crystal stone
#

I once was able to animate multiple materials on a model jus by shift clicking all the ones used and editing the shaders from there but now it no longer works am i insane?

carmine tapir
#

Yes

river igloo
#

hi people, I'm having some trouble understanding the shader fallback system

#

how can I set up a custom shader so that it just doesn't render at all when the fallback is in place?

#

I thought naming my shader "cutout" or "transparent" (or "fade") in it's name and setting a _Color with (0, 0, 0, 0) and an empty _MainTex should do the trick?

#

But it displays fully opaque, in _Color, but no transparency

#

(in the fallback, the shader itself works fine, just a simple multiplicative color blending for now)

toxic egret
#

I don't think you can do that

#

when an user disables shaders, vrchat manually replaces your custom shaders with unity standard shaders

river igloo
#

yes, and according to this page: https://docs.vrchat.com/docs/shader-fallback-system I can make it select a transparency-enabled shader

#

"If the shader is not internally matched, The name of the shader (not the filename, but as provided in the top line of the shader source) is used to match some identifying features and replace with a fallback shader of similar type:"

#

but that's somehow not working...

#

poiyomi manages to fall back to a standard toon shader for example...

toxic egret
#

did you name it "transparent" with no caps?

#

and also is that the shader name and not the file name

river igloo
#

Shader "Custom/Glasses Transparent"

#

tried multiple variants

toxic egret
#

the name is "Glasses Transparent", have you tried only "Transparent"

river igloo
#

"These names can fall anywhere within the full string of the shader name."

#

but I think I tried Glasses/Transparent too

toxic egret
#

it is true that it says that, but you never know, could be a bug

river igloo
#

yeah, I've come to expect bugs since I started VRChat content making ^^

spark pasture
#

Probably a weird question, but does anyone know if it's possible to tile a texture around an origin point rather than next to each other? I may be going about this the wrong way but I'm trying to have all these lines come from the vertice in the middle and expand out

velvet sorrel
#

What about using polar coordinates?

snow plank
#

Do anyone know if Custom Render Textures are supported? Like, they work but they seem to freeze randomly and don't update anymore

hasty raven
#

I don't think so

#

unity isn't that creative when it comes to materials if you have limited experience in the field. I for one am trying to replicate subsurface scattering as seen in Star Wars Battlefront 2 where they have PBR mats and so far, the materials that I got need some work

tired token
#

They work but are stupidly finicky

snow plank
#

I got one working, but as soon as I change world they freeze

tired token
#

yup

snow plank
#

and I guess there are no known solution...

hasty raven
#

just use photoshop. it's what I use if I were to divide different channels

snow plank
#

that's... not what I'm trying to do

hasty raven
#

what are you trying to do then?

snow plank
#

using a custom render texture

#

it's a texture that contains a material with double buffering support

#

I can use that to make a shader that can read itself

#

and use it to code an actual game in a shader

hasty raven
#

oh, I see what you mean

snow plank
#

I use it to store variables, like actual ram

hasty raven
#

I see

near flax
pure raven
#

Hey folks ๐Ÿ’™, I made an invisibility shader for Quest. It works great for objects, but doesnโ€™t hide UI & avatar layers. Wondering if anyone could help fix this? Iโ€™d pay 20$. Iโ€™ve tried VRCTraders, but the shader-commissions thread is pretty dead. DM me if youโ€™re interested and Iโ€™ll drop you my shader code. Itโ€™s for a portal world.

river igloo
#

"at the end of all of this shit:" - finally a guide written with a level of hatred I can relate to

brittle plinth
#

Is there a list of supported shader targets for VRC somewhere?

sharp pike
#

Good to know I'm going to look like a mirror ball to people if I remove "toon" from my shader name

past pewter
#

If anyone has an antique reel shader I could use, I'd love you for life

#

I can get it right trying to make one

dreamy flume
#

Trying to get a fur shader to work as a carpet In my world. But it bugs out in game like when i look at it in an angle, pull out my camera, or open the ui everything just goofs and disappears. How can I fix that?

near flax
dreamy quail
#

Hey, could anyone send me a video of someone explaining how to make shaders in 2018.4.20 using shader graphs? I know how to make shaders in 2018.1.1 but I cant seem to find out how to enable the shader graph in 2018.4.20

crystal solar
astral plover
#

@dreamy quail

short glacier
#

Any shader experts know a good solve for glass/frosted glass?

#

^CG

tired token
#

could use something expensive like a grabpass blur with face/normal distortion

#

or you could go the cheaper but more inaccurate route of using a reflection probe and it's mipmaps to do the blur with face/normal distortion

supple harness
#

generally this effect is too expensive for games

short glacier
supple harness
#

well you could probably find some way to blur and invert the simple reflection cubes

velvet sorrel
#

Try my glass!

past pewter
#

i gona see a tutorial how to install

#

thax

verbal hamlet
#

i cant my pc could NEVER

hasty raven
#

sounds kinda sus

#

Among Us jokes buddy deal with it

shut robin
#

I need a black hole shader and a font shader

rain sable
#

@velvet sorrel interesting

past pewter
#

where can i get a decent quest compat skybox

hardy dagger
#

the default vrc/mobile/skybox or whatever it is called should work

past pewter
#

do you know what its called?

hardy dagger
#

it should be labeled skybox under : vrchat/mobile/skybox

#

idk exactly but that should be close enough

unborn sonnet
#

im making an avatar and when i use one of the quest supported shaders, the textures around the eyes and eyebrows mess up. I can provide things if needed. Its a VRoid Model and I'm using Unity

turbid eagle
fringe perch
#

^ one workaround is to literally copy paste the eyebrow and eyelash texture onto the main head texture lol

#

doesn't look as good but it works

#

and then delete the parts of the mesh that was used for the original eyebrow and eyelash textures

twin lintel
#

Literally cant understand whats supposed to be done

paper yoke
#

what are the best shaders to use for avatars

twin lintel
#

oh damn someone named literally, but does he understand whats supposed to be done ๐Ÿค”

hardy dagger
#

i like only understand 15% of what you need to know about shaders

twin lintel
#

Basically, I need to find out how in gods green earth I'm supposed to use whats written there to make the materials work as they are shown

hardy dagger
#

drag and drop thos images in the box thats labeled "main

#

or "albedo"

twin lintel
#

well you see thats where im already lost because where do I do this

#

in the standard shader?

hardy dagger
#

yes, in the standard shader, unless it uses somethin weird

twin lintel
#

Well that won't work would it because its a special type of shader halo uses to make the model look like that and that link is supposed to lead to a shader that helps with that but I dont know how that works either

hardy dagger
#

that shader probs wont work with vrchat tho

twin lintel
#

Well I don't even know how to make it a proper shader because it gives me an error if I just paste the code into a shader file

light urchin
#

The only problem with the shader seems to be that wordpress converted all " to โ€ and - to โ€“ so it errors out

twin lintel
#

so it made all the " just sideways what

#

I have never gone into shaders as much as I am now

#

So if I redo all the things to " itll work?

light urchin
#

And the -

twin lintel
#

you mean the _ to - ?

light urchin
#

No, โ€“ to -

twin lintel
#

I pasted it on a txt file so

light urchin
#

Just use the search and replace to convert the characters

twin lintel
#

oh the - is only at the bottom

#

I see I see

light urchin
#

Can't see much reason why it wouldn't display correctly in vr but I don't really do shaders so test it out

twin lintel
#

Yeah probably wont work for quest users but thats what they get anyway

twin lintel
light urchin
#

Maybe it needs a proper lighting setup not sure ๐Ÿคท

twin lintel
#

the visor also doesnt turn yellow

#

I think it might be missing some components but I dont know how to figure that out

#

Is there anyone that can actually make it a proper shader because a big idiot like me isnt gonna find out whats wrong

lofty dragon
twin lintel
#

the main issue I need fixed is the visor

#

if that works ill give it a try

lofty dragon
#

Mind sending me the model?

twin lintel
lofty dragon
#

Mine is customised and doesn't have a visor.

#

So what's up with the visor? looks okay there

twin lintel
#

oh its a direct game rip that I basically left unchanged

lofty dragon
#

I don't see an issue there

twin lintel
lofty dragon
#

ohhhh, the shadow overlay

twin lintel
#

the shadow there is just not present

#

I guess its fine as is but its a little detail

lofty dragon
#

models resource I assume?

twin lintel
#

yep

#

Imported to blender to check textures, exported right away without touching it

lofty dragon
#

Where's the texture for the shadow?

#

I can't see it on the sheet

twin lintel
hasty raven
#

Yeah

mighty pulsar
#

I'm new here. do you guys create your own shaders?

fervent scaffold
mighty pulsar
#

eye, i wanna learn. who's willing to take me on as their kohai?

past pewter
#

Hi everyone, is there away to to record and load shader variants collections on VRchat

lethal rock
past pewter
lethal rock
past pewter
#

I've been going through the stuff since you posted the link; can't thank you enough.๐Ÿ‘

ocean ocean
#

Has anyone had any luck setting up shaders for the Final Fantasy VII Remake models with their Hair? I can't get any of the characters hair to look right. Any suggestions?

twin lintel
#

@lofty dragon Hey did your shader have this issue

lofty dragon
#

What am I looking at?

#

oh, the completely black model

#

no, it doesn't

twin lintel
#

Is there a way to even fix this

lofty dragon
#

I can't think of a simple answer really

#

mainly because I don't know how your shader works

twin lintel
#

Can I use yours then because I dont know how in gods green earth it works either

#

I just found a script and copied it lmao

#

aight thanks I shall see if this works better

#

And I assume it will

lofty dragon
#

It's pretty self-explanatory

twin lintel
#

I assume its the first texture, second texture and the cubemap right

lofty dragon
#

Main texture in the top slot

#

cubemap in the middle

twin lintel
#

my unity is updatin rn so im waiting for a bit to actually put it in

lofty dragon
#

then the white texture in the bottom slot

twin lintel
lofty dragon
#

the other one

twin lintel
#

Oh no option to change color

lofty dragon
#

yeah, you'll have to edit the texture

twin lintel
#

oh thats where mine works better it just does it for me

lofty dragon
#

Yeah, I made mine specifically for the models and stuff I had

twin lintel
#

Ahhh

lofty dragon
#

Didn't need colour stuff because I already had the coloured textures

twin lintel
#

Odd I only have the white one

#

where did you find colored versions

lofty dragon
#

I made them

twin lintel
#

ehhh how does that work then

lofty dragon
#

I just opened the texture up

#

and edited it

twin lintel
#

doesnt that change the entire thing though

lofty dragon
#

I only selected the white parts

twin lintel
#

hmm

lofty dragon
#

polygonal select in photoshop

twin lintel
#

oh thats a lot of work but I shall try

twin lintel
#

Ok thanks a lot for the shader, bit messy to work with but it ended up still looking almost as good as the original

#

now to upload

obsidian stag
#

anyone happen to have a shader that allows me to put something inside my model and have it still be visible from the outside? I remember having one a long time ago, and it would render it sort of like a shadow. Having a really hard time finding it again lol

mighty pulsar
tired token
mighty pulsar
tired token
mighty pulsar
tired token
#

Everyone has their own place for their stuff

#

as another example Doppel has their own discord

mighty pulsar
#

i don't know the names of the big dogs of the community who pump out content, so it's difficult to track down (like doppler. prob the only name I know)

dawn atlas
#

Poiyomi?

static frigate
#

anyone know where i can get the Cubed paradox shader download?

velvet sorrel
#

It's not supported anymore

static frigate
#

what should i do since an avatar i got uses them

velvet sorrel
static frigate
#

alright ill try it out

#

i just need that Flat Lit Toon

#

does it work for that?

mighty pulsar
past pewter
#

Do you know how i can modifi the shaders ?

mighty pulsar
#

I have a question... Can I ask here "is there a pre existing shaders that mimics the look of "sad Satan" or do I need to seek a commission somehow?"?

hardy dagger
#

@past pewter you need to duplicate that material and put the new one into the model

#

@mighty pulsar whats a โ€œsad satanโ€ exactly?

mighty pulsar
hardy dagger
#

i wouldnt know of anything like that sorty

mighty pulsar
tired token
#

mmm yes, those are pixels

mighty pulsar
lethal estuary
#

anyone have any idea how to add sparkle effects onto clothing with shader? Unitychan if possible?

lethal estuary
#

ty!

true hound
#

Does anyone know where i could find more information about the rendertexture loop/feedback loop method some shaders use? I already found some japanese documents but sadly i couldn't really understand everything in it

static frigate
#

anyone know a good shader that doesnt have a cartoony look? need it for a fallout Avi

static frigate
#

you got a link ? @mighty pulsar

past dirge
#

Does anyone have the shader "Doppels shaders" ??

mighty pulsar
mighty pulsar
velvet sorrel
#

Try my Subsurface Scattering shader!

#

It's made for realistic-ish characters

true hound
#

Is there a way to unshrink the head of my mesh? I wanna use a vertex displacement shader but the head is gone when i look at my mesh.

mighty pulsar
#

Does Dopple have a discord server?

past dirge
dusk urchin
#

Ok i'm slightly struggling here

#

my ambient occlusion map is making everything go a milky pale colour

#

what i think is happening is that the ao works a different way than blender interprets it

mossy yoke
#

is it possible to make unity-surfaceshader-flipbook start at frame 0 when the surface is enabled? it seems to be playing constantly even when disabled and when i enable it it starts somewhere in the middle

past pewter
white dagger
#

Hoi

quiet radish
#

Does anyone know if the Poiyomi shader can accept sprite sheets for the flipbook effect?

#

I could split the sprite sheet into numerous textures (which Poiyomi can accept), but that would ruin my uv unwrap

mighty pulsar
quiet radish
mighty pulsar
dusk urchin
brisk gull
tired token
#

It's an AMD driver issue

harsh violet
#

What kind of shader do you guys thing would go well with this?

river igloo
static frigate
#

anyone got good shaders for clone avatars?

tired token
sacred gyro
little cape
vale nebula
#

Does anyone happen to know if it's possible to get viseme/blendshape info through shaders?

toxic egret
#

not without custom scripts

#

well some stuf you could do through animations

vale nebula
#

I'll have to look into it then I guess

sharp pike
vale nebula
#

Ah right, don't believe that's what I'd want but it's cool nonetheless. ^^

river igloo
worn moss
#

this might be more of an avatars question but does anyone know if there is a shader that reacts to the users speech? like speaking causes the face of a robot to glow type thing is what im looking for

outer sphinx
#

What shader allows an image to rotate to be fully visible regardless of the camera rotation? Kind of like a static particle

#

I finally figured it's called billboarding

tired token
shy vault
shy vault
#

xD

#

My guess is not but I still asked

#

Its quite complex shader i'd say

potent talon
#

anyone know where i can get a cell shader?

harsh violet
# shy vault Any idea if this could somehow be made Quest compatible ?

So far the only compatible shaders are listed right here https://docs.vrchat.com/docs/quest-content-limitations and this will likely be the case for a very long time I highly doubt any custom shader thatโ€™s not mobile will not be available for quest which honestly sucks the default toon shaders can sometimes screw up a look of an avatar, but quest peeps donโ€™t care too much as long as they can view the model it doesnโ€™t necessarily matter.

hardy dagger
#

you can make shaders for quest, theyre just rare

amber mulch
#

Where do I download the Quest Shaders? Do I need to get the latest SDK?

velvet sorrel
#

Yeah

dapper rivet
#

I'm trying to replicate Lolathon's stream camera (his avatar in the bottom right of his screen). I figured out that its a shader that shows the camera, but I'm having a hard time trying to piece it together. I want a sphere around the player's head, invisible, and you can see normally in VR, but on desktop it shows a Unity camera of the avatar in the front. Does anyone have any idea how i can do this? I've been scrolling through forums from 2018 VRC communities on this camera system stuff but it's all outdated and not very clear

#

I figured out to use a screen stencil shader to get the view of a camera, i have that working but it's not showing up when I load into VRC with a test build of the avatar, the player camera can't see the unity camera output

shy vault
#

But I solved it already.. I found pretty good replacement texture

harsh violet
#

Ahh Icic

jovial urchin
#

Is there a mirror shader that will cull by distance? So people or environment 50 miles away donโ€™t render but instead up to a fixed distance?

#

Using a pickup object mirror so I canโ€™t use occlusion portals on a static plane toggling when mirror is turned on

sharp pike
# dapper rivet I'm trying to replicate Lolathon's stream camera (his avatar in the bottom right...

I don't know what he's using now, but it used to be (like 2 and a half years ago) a shader made by someone going by the name of Nave.

The avatar has a camera on it with a render texture (and I believe the camera's culling mask is set to the same as what mirrors that only show your own avatar use, but I don't know how to do this (or maybe you can create your own layers and put the avatar on that layer and then only show that layer?)).

The shader draws the rendertexture of the camera to screenspace in the bottom right of the screen. I think his shader uses a geometry shader to discard the box/sphere around the avatar (inverted box/sphere so it's always be visible) and draw a quad manually, but maybe you could also use a quad mesh attached to the avatar's face and move it in a vertex shader (think moving the quad directly from object space to screen space).

At the size Lola has the texture on screen, it's so far out of view in VR that you wouldn't actually be able see it even if the shader isn't designed to detect when you're in VR and cancelling the rendering when that's the case so it only shows on the desktop view. There are additionally methods now for detecting if it's the stream camera preview or a picture being taken by the camera in which it could also be disabled.

Additional work was done at some point to make the edges around the avatar look better since the transparent edges around opaque objects in the rendertexture would end up very aliased, I don't know how this was done or if there have been changes to cameras since the unity version back then that make them look better.

Side note that cameras on avatars only show up to friends and additionally, a camera that is by default on won't show to others, it has to be off and then turned on for it to show up, so you can avoid other people seeing the camera output pretty easily. We additionally have isLocal in avatar 3.0 now so the box/sphere around the avatar need only be there for you locally now.

dapper rivet
sharp pike
# dapper rivet Thank you so much for the reply! I'll learn how to make shaders by dissecting a ...

When I made my own shader similar to this, for the screenspace part, I fixed and repurposed the one I found here https://forum.unity.com/threads/correct-way-of-converting-to-from-screenspace-screen-width-screen-height-position-in-a-shader.404913/ I actually wanted the camera so I could see myself rather than showing myself to others on a stream, the in-game camera was added as a feature not too long after that and I stopped working on what I was doing since the in-game camera did everything I was after.

dapper rivet
#

I like the in game camera but the lens can get distracting if I'm recording something and acting, but still want that camera effect, so thank you so much!

sharp pike
#

I ended up putting my camera view in world space in front of my eyes instead of screenspace because I couldn't at the time figure out how to compensate for the different positions of both eyes when working out the position of the quad in screenspace.

jovial urchin
#

There is also jace cam that you can try, not really a shader thing just a render texture on a local plane with the plane parented to head in a location so itโ€™s at the corner of the viewpoint

dapper rivet
#

mmm makes sense, i tried out Jace Cam and I'll probably try to replicate it or just reference it when making my own version

past pewter
#

can someone help me get a gif on my model

potent talon
#

Finally found the right shader! Toon shader looks best on this!

harsh violet
potent talon
#

No, I used the one on the unity store

#

Iโ€™ll prob end up using poiyomi sometime

harsh violet
potent talon
#

I think so, I looked up toon shader and the profile came up with all the VRChat robot guys with the same shading

umbral sigil
#

Is there any way to disable backface culling on the default Quest shaders?

#

Especially the Toon Lit shader

uneven loom
umbral sigil
#

Fuck

astral plover
#

this will make it so that there are actually two sides to it

umbral sigil
#

Hmmst

unborn imp
#

how to fix the green in the vrchat shader

uneven loom
#

remove vertex colors?

fossil haven
#

Is is possible to get a similar look to the built in "Autodesk Interactive" shader using the Poiyomi shader?

astral plover
harsh violet
#

ight I need some advice on shaders

#

I haven't done any lighting yet before I set that up I wanted to know if there was a shader I could use that could work well with this currently it is set to "standard" and I don't like the way it looks

#

I wanna get something like this

#

any suggestions?

velvet sorrel
#

Standard but set up better

hardy dagger
#

add emmissives and post processing. and light rays if you have any

shy vault
#

Guys any idea why this shader on Quest after some time just stops.. ?

    Shader "_Shaders/Rainbow" {
        Properties {
        }
        SubShader {
            Pass {
    CGPROGRAM

    #pragma vertex vert
    #pragma fragment frag
    #include "UnityCG.cginc"
    #include "Shared/ShaderTools.cginc"



    struct vertexInput {
        half4 vertex : POSITION;
        half4 texcoord0 : TEXCOORD0;
    };

    struct fragmentInput {
        half4 position : SV_POSITION;
        half4 texcoord0 : TEXCOORD0;
        fixed3 localPosition : TEXCOORD1;
    };

    fragmentInput vert(vertexInput i) {
        fragmentInput o;
        o.position = UnityObjectToClipPos(i.vertex);
        o.texcoord0 = i.texcoord0;
        o.localPosition = i.vertex.xyz; + fixed3(0.5, 0.5, 0.5);
        return o;
    }

    fixed4 frag(fragmentInput i) : SV_TARGET {
        fixed2 lPos = i.localPosition / 8;
        half time = _Time.y * 0.2;
        fixed sine = sin(time);
        fixed cosine = cos(time);
        fixed hue = (lPos.x * sine + lPos.y * cosine) / 2.0;
        hue -= time;
        hue = frac(hue);
        return HUEtoRGB(hue);
    }

    ENDCG
            }
        } 
        FallBack "Diffuse"
    }
#

Was thinking is there perhaps somewhere an number overflow that Quest can't handle ?

hardy dagger
#

can you describe what this shader is supposed to do

shy vault
#

This is what its supposed to do and it does.. ON PC

#

On quest it does this for only limited number of time

#

couple minutes

#

Then it stops on RED

#

Whole red

#

Any idea why.. ?

#

Its extremely optimized but something is def missing to make sure it runs forever ๐Ÿ˜„

hardy dagger
#

this is beyond my shader knowledge. usually if it works as expected on PC, then it should follow in android. but ive also seen shaders behave horribly on pc and beautifly on android

shy vault
#

๐Ÿค”

shy vault
#

That's my guess

jovial urchin
#

Shader looks ok, who knows. Can always run an animation that after a few minutes does a quick material swap back and forth for one frame on the quest upload

toxic egret
#

how long is your "while" before it stops

#

but my guess is that due to using half and fixed, your values end up being insignificant (or overflown)

#

which of course doesn't happen on pc

#

most likely the fixed

#

pretty sure that's it

#

and of course you could change to not use fixed tho that means it will run way slower in your quest

shy vault
toxic egret
#

yes

#

that'll be 50 dollars please

#

j/k

shy vault
#

๐Ÿ˜„

harsh violet
#

Does anyone know a good shader for overwatch pls tell me

potent talon
#

i uploaded an avatar now all its textures are gone and its all pink, there was shaders on it too :/

#

anyone know a good fix?

velvet sorrel
shut robin
#

What shaders can duplicate geometry?

finite dune
#

Hey, I'm trying to make a custom talking animation on my avatar where the head lights up with a green ring kinda like what discord does, I'm currently thinking I'm going to need to do this with a shader. My character's head is a sphere, I've got a larger green sphere around it for the light up effect, is there a shader that would allow me to only render the outside bit that isn't obscuring the actual head? (or a better way of doing this, I'm not an experienced modeller)

#

This is the desired result, though I've just moved the green sphere behind the head to show what I mean here

rustic umbra
#

can't you just make green sphere wider on sides than?

finite dune
#

No, because I want it to be visible no matter what angle you're looking at it from

#

My backup option is just make a cylinder and do what you say there, but ideally I'd like it to look like that from any angle you view the head at

#

(like this)

rustic umbra
#

i only know how to make that in blender not in unity

sharp pike
#

You could do manually what most outline shaders do with the geometry part of the shader, add a duplicate of the head (or just a sphere in this case) with inverted normals around the head and backface culling on?

finite dune
#

Ah, I've tried scaling it to -1 which would achieve the same effect I assume but I didn't know about backface culling

#

How do I turn that on?

sharp pike
#

Depends what shader you use in unity, some have a specific setting (that you can't change, e.g. standard shader) though most main shaders you'll use for vrc will have a "cull" option

finite dune
#

Ah, at the moment I'm just using the stock shaders. Is there a way to do it in blender?

rustic umbra
#

in blender you just flip normals to inside

#

and it will do

#

same effect

sharp pike
#

It's a shader thing, and standard shader has backface culling on

rustic umbra
#

and you don't need to use shaders if you use blender

finite dune
#

Ah I see, does it not show up in Blender then? I remember seeing that effect in unity a while back when I had some of the normals inverted by accident

#

I've already got the normals inverted but it doesn't show up in the viewport

sharp pike
#

Blender has places where you can enable backface culling, try here in the Solid viewport shading mode

#

Or in the individual material settings

finite dune
#

Ah, awesome the material settings one worked

#

Couldn't see the setting on the viewport shading settings panel for some reason

sharp pike
#

It changes depending on which viewport shading mode you currently have selected, the four different circles

#

Wireframe, Solid, Material Preview and Rendered

finite dune
#

Ah I see, on solid mode sorry you did say that

knotty rivet
#

Does anyone know any "toon" shaders that can use normal/metallic maps. I basically just need unity standard but with the outline feature of toon shaders.

#

But the few shaders I've tried don't work with normal maps

tired token
#

a lot of the common toon shaders can use normal maps, just depends on the settings you use

knotty rivet
#

I tried poiyomi and arktoon.

#

While they have areas for them, they don't seem to display

#

arktoon

#

Poiyomi's even worse looking

past pewter
#

Try playng in poiyomi settings it haves some metalic effects options

#

Try adding a matcap to it

knotty rivet
#

If there's just unity standard + outline that exists, that would probably be best

tired token
#

There's the realistic option in light & shadow section of Poiyomi's shader, you'll also want to enable metallic and specular refection

knotty rivet
#

Actually looking at it, not sure how I even add an outline to that

sharp pike
# knotty rivet Does anyone know any "toon" shaders that can use normal/metallic maps. I basical...

Silent's Cel Shading shader has by far given me the best results for parity with Standard when it comes to the metallic map, put your metallic map from your standard shader into the "Specular Map" texture, tick "Use as Metalness" and "Use Energy Conservation" and you should be good to go. Such parity may also be a downside though, since you don't get any of the vrc 'fixes' for terribly lit worlds and worlds that are entirely baked lights. You would want to mess with the rest of the setting for getting your toon look.

sharp pike
#

If you want just the indirect specular part (reflections/metallic reflections) without the direct specular highlights from lights, then XSToon works well (it's very close, but not quite the same as standard shader, I believe it doesn't take into account reflections being stronger at glancing angles). You can still have direct specular highlights, it's just in its own texture in the shader and I couldn't work out an easy way to convert my metallic map to its specular map. (my XSToon version is pretty old, so it's possible some of this has changed)

sharp narwhal
#

Can anyone remind me what the name of the shader effect is to be able to only view an object through the shader? Like having a 3D character inside of a card that can only be viewed through the card?

sharp pike
sharp narwhal
#

Thank you very much

past pewter
#

does anyone know how to do dirty & blurry in silent's fake glass like the sample picture. i don't know how. Is normal map require for it ? if it require I can't find any of that ;_;

velvet sorrel
past pewter
velvet sorrel
#

No problem!

lofty dragon
# velvet sorrel No problem!

Hey Silent, would you happen to know if it's possible to make a shader that updates at less than the framerate?

#

It's hard to explain, but basically I saw an avatar that moved at a low framerate and I want to do something similar.

velvet sorrel
#

Well, things on the shader can update at any rate you want - they just happen after the bones and stuff are applied

#

That effect is done with dynamic bone update limits

lofty dragon
#

I saw an avatar a couple days ago that did it with no dynamic bones, which is why I'm asking

tired token
#

You can use Constraints to alter visual framerate

velvet sorrel
#

Oh yeah, we have constraints now!

lofty dragon
#

The whole joke of the avatar is that it was "optimised" to the point of being 4 polygons, and there was a shader applied that made it jittery

#

It was completely untextured and unlit, and the avatar stats were basically 0 across the board

velvet sorrel
#

So you could have an armature with the avatar model on it that tracks the real armature, with an animation shifting the constraint weights back and forth

tired token
#

Jittery? Sounds like rounding of the vertices

lofty dragon
#

It didn't move based on your view angle

lofty dragon
#

and how would you change the rate that it shifts?

tired token
#

You change the on/off state in the animation

#

if you want it to update faster, do the on/off transition quicker/more often

lofty dragon
velvet sorrel
muted comet
#

Can anyone tell me why when I use this shader on an object it shows up black and where I canโ€™t apply it to a glass material I have in my scene, I donโ€™t know how to make it see through?

#

You can find the shader for free on his patreon

past pewter
#

anyone has a good water shader

shy vault
#

Both is the same shader.. Right is what is should look like left is what it really really should not look like

#

Any idea what could be broken ?

fair night
#

I don't suppose anyone knows if there's a quest compatible shader that works like VRChat/Panosphere?

#

@shy vault at a glance, I'd guess it's just the UV's

shy vault
#

๐Ÿค”

#

Can try to play with UVs

safe badger
#

So... since Nier is getting a remake, I'm trying to make a Shadowlord avatar, but I'm stuck at some of the effects/shaders that the Shadowlord model uses, which is shown in the video, can someone please help me "identify" the effects/shaders used on his body when he appears, so I can search for something similar ? vrpill

|| https://youtu.be/Xb_MKbUAt6Y?t=35 || (Caution for Nier spoilers)

MAJOR SPOILERS

Finally, the party has reached the Shadowlord, also known as the main character's gestalt / shade form. Grimoire Noir attempts to hold them off at first but is quickly overpowered, and the Shadowlord fights the party alone.

โ–ถ Play video
velvet sorrel
#

I believe there's several layers of small, simple effects working together here, which would probably end up being one or two shaders

#

For example, there's the surface of the body, which has ripples and waves, which affect the fraying at the edges, which are likely a seperate mask on top of the body. Then there's the yellow pulses, which are also warped, and they could be using the secondary UV channel to control the pulses so they are along the surface of the model instead of in world space. Then there's the red overlay, which I think is just the same thing.

safe badger
#

Yeah the red marks/overlay are a separate mesh altogether

#

I got that one figured out

rustic lodge
#

Muzzle flash on Blender ๐Ÿ˜Ž

static frigate
#

anyone know how to stop this shiny metalic look in blender?

velvet sorrel
#

Increase roughness, decrease specular