#shaders
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Anyone have any good shaders to simulate the effects of beads on water on a glass window?
Shaders - Standard
Probuilder Vertex defaults work properly thought
Using Baked Light
Unity is rendering beautifully and properly. In-game different ball game
Did the same thing with just a plane scene with one room and it's still the same result.
hey can someone help me getting this https://i.gyazo.com/984f97cca1655f8101493a7309211dba.png
from the textres
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
Maybe just a matcap?
Well, there's mine:
https://s-ilent.booth.pm/items/2336731
๐ ๐ ๐ ๐
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?
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
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. ๐ค Any help is very much appreciated
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 โ๏ธ
best shaders to use for mmd?
Usually I've ended up using Cubeds toon shaders
Is it a combination of a cloth modifier with your shaders that simulate waves? ๐ค
@wind cipher I'd recommend using Poiyomi
https://github.com/synergiance/Synergiance-Shaders-For-Unity Synergiance was designed to work the same as MMD, and it handles lighting very well
anybody got a toon shader I can use that has different UV Maps?
Can someone can give me a hand with Untiy Shaders
anyone help me out with this ? https://cdn.discordapp.com/attachments/730948173379535022/796098881212776468/unknown.png
https://github.com/poiyomi/PoiyomiToonShader/releases/tag/V6.1.15
Your shaders are too old, delete and import latest
Patreon: https://patreon.com/poiyomi
Discord: https://discord.gg/Ays52PY
Patch notes: https://trello.com/b/TJPY6n08/poiyomi-shaders
Just press clear those should go away, if not make sure you actually deleted the old version first before importing a new one
im pretty sure i deleted it unless theres soemthing i overlooked
Well did the errors go away from clear?
Yeah
Should still be there if you don't have any errors remaining
alright cheers
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.
anyone know what the problem is?
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?
Anyone got that shader that makes it so u cant see other shaders/particles
i think I know ๐คฅ of one @tawny warren
A shader to have censor like anime has pixilated, to apply to certain area.
anyone know how i can apply shaders? only lets me add one at a time
You only have one material on the avatar, so only one shader can be applied.
If you take the model into blender, create a new material, and assign faces to it, then it'll work
Not really
alright
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...
cheers
Who do I gotta suck off to get a compute buffer component going
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
spoiler alert that shit didn't work
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
scream
I just want fucking shader physics
You could have at least made a better explanation on your feature request.
https://feedback.vrchat.com/feature-requests/p/graphicsblit-scripts
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.
This is why I wrote out an explanation of what the feature would enable in the blit post so average players understand why it's important
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 ๐คทโโ๏ธ
having them on avatars would be nice
That's kinda bogus. Compute buffer component would take no more than few hours to write. I reckon blit would be similarly easy.
for sure. We even provided a mock implementation
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
hard to tell really
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.
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
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.
Trying to do it with just nodes if possible, custom expressions are super hard for me to wrap my head around.
does someone know how to make the poiyomi metalic material ? poiyomi shader use thry editor so i can't use unity settings
i can help, just dm me
anyone know how i can add textures to this now ?
though you are currently in wireframe mode so you won't see any textures even after adding them
click this sphere to change to material view
i got a lot of work done but for some reason when i applied shaders within blender they appeared completely black
except the head
i tried to put it into unity where i clicked custom textures and then it self applied textures however they are black
except the head again
Are you building for Android?
wdym
is this for Quest
no
Ok hm
I know the mobile shaders bake the vertex color into the texture
so if that part of the model has no vertex color, it gets multiplied with black
these shaders do work, the original model works in vrc with them
random shot in the dark but did you link two different models from different sources together?
if so their UV maps might have been named differently
i dont know
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
is there any way to check?
Well I know nothing about what Crowbar or Mixamo does to models, I'd just assume one of them broke it.
crowbar seperated the model and textures
the model into a ref.smb and textures into bmps
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
i dont know too much but it seems that the shaders arent compatible for quest
hi is magic cloth compatible with vrchat???
No
damn so sad ๐ฆ
when your on
go to your project folder and remove ThryEditor or Thry folders and also clear up the Poiyomi Shaders and ThryEditor folders in your project. Then reopen the project and import the newer Poiyomi shader package.
hey friends ๐ 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
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
i dont think so
i might @fast crow pretty sure its silents fake glass
I'm afraid for this you'd have to output it to a texture and then read the texture values
unless you use compute shaders
(but you probably can't do that (neither) in vrchat)
Guess I'll have to do some digging then. Thanks!
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?
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
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
is there any shaders with both matcaps and additive blending
im trying to port some half life stuff and it uses both
wait what is a matcap
Yes ๐
Lightmapped is for worlds not for avatars, you can't do lightmapping on avatars
Are there any shaders similar to Unity's Unlit/Transparent Cutout for Quest?
@quasi lion i believe the closest you can get to anything "transparent" is using additive but it may not be what you want
Yeah, it's close but not exact...Oh well, should've realised how limited Quest shaders are haha. Thanks for your help.
And of course its the only shader that actually looked good on my avatar ๐
What was the reason the other shaders looked bad? ๐ค
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
Im using an angel avatar so I want to be bright af.
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
Youre telling me that its THAT bright?
Being unlit in a dark scene yes
still havent had the chance to go into it, but I was able to load in compute shaders as a reference into udon without any errors (which is a good sign since trying to load something unsupported causes errors right away). will let you know if it actually works
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.
That does look bright but not completely unlit
That wouldn't really bother me
Exactly
But using the lightmapped shader would cause you to be unlit
Just a small question. Wouldnt it be considered to be lit since youre brighter instead of unlit?
Simply put lit means that the shader abides by the actual lighting, unlit doesn't making it bright
Ah.
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
I made a dummy param, and the property name should match -
What am I missing? Do I need a switch to enable Emi or something?
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I'll get a picture of it in a bit
A transparent shader probably shouldn't be on geometry render queue
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 ...
Hey poiyomi! This is what I'm referring to here, specifically the top layer of the liquid shader has this issue. Otherwise, the rest of the shader respects depth.
https://i.imgur.com/36uJLmC.gif anyone know anyway i could potentially recreate this effect using a shader?
Yep, just recreate it in a shader
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
@glass sigil might be the lax or xiexe shader
i have a few shaders that might be able to recreate if you want to try them out
sure
Damn well maybe in a future update hehe
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
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?
Does anyone have a poiyomi shader download for me? GitHub doesn't really work for me and the downloads error out around 40%
You could also join the server from the github page and download it from there
oh yeah, small brain, sorry :D
It's most likely something in your model causing unity to grab the sample point from a weird place (which unity does sometimes even if your model isn't weird)
Set all your meshes anchor point to be your spine
Has anyone ever seen this "StoreValue" being used in shaders? I cannot find any documentation on this
nvm, its in an include file
That solved the issue! Had no idea that was a thing, thanks ๐
Is there any way to make the shader go inwards? instead of protruding like this?
lol
Yeah, just outn't
fair
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
New shader!
Sunshine Flare!
https://t.co/YPq3TYWfpN
https://t.co/z0PWHGTgr8
This shader renders light rays from the sun that are occluded by objects in front of them, as well as a sun flare effect. It's super striking, especially in VR! Try it and be surprised!
#unity #vrchat
anyone know of any other shaders that have a hue shift option? anything but poiyomis as my use case needs a different shader
can anyone recommend any shaders or anything i can use in poiyomis to make a fancy looking springjoint ball?
Just yesterday, I was walking through a park irl, thinking about how sunrays were one of the last aspects of reality missing from VR...As always, youโre ahead of the game. Thanks for all of your hard work!
Can I set it to show only to myself as UTS2?
I want to make certain objects visible only to me.
Like a VR camera control panel.
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.
My suggestion is don't. It'll look awful in VR.
If you need a 16 colour palette then... just use it when authoring the textures?
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
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
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
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.
There's awful and there's awful.
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.
has anyone had any luck getting the mirror to apply on a non-quad shape?
can't seem to get it on mine working
is it topology dependent?
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.
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
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
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.
does anyone have a time shader that shoes a specific time zone's time?
I don't think so.
does anyboda have a shader that shakes the camera?
and if yes can I download it?
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...
I can recommend cancerspace or mochies screenfx @desert arrow
https://github.com/AkaiMage/VRC-Cancerspace
https://github.com/MochiesCode/Mochies-Unity-Shaders
thank you
Oh god those are the worst
How to get blocked: use those shaders
For when you're trying to get into the nuisance rank
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
or another question: does someone have good MMD-like shader with outlines?
It does have an outline, it's a separate shader
huh
i'll check it, thanks
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
Magical Mirai2019:Circus Miku
VOCALOID:ๅ้ณใใฏ(Hatsune Miku)
Tools:
maya2018 / photoshopCS6
Polys:
Characte only๏ผ38539โณ
๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ๏ฝฐ
Thank you for looking at my 3D model.
I would appreciate your comments.
Please come to my Twitter if you like !!:https://twitter.com/imP810 - ใ...
There are legitimate uses for them. It's just that avatar creators that don't know what they're doing (or know and don't give a shit) will abuse those just because they can
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
It just takes nuance. Something a lot of people don't have. Which is why I don't help anyone on here with them
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
please remember that shaders like this cause dizziness and discomfort for other users, especially in VR. Using these shaders is undesirable
That model is essentially unlit, fun fact that outline isn't in the shader, it's pre modeled.
yea, that's why i looking for something that can imitate it
That's why I made the effect pretty weak and the radius extremely small
still try to avoid use this avatar in public. and stay cheeki-breeki
first thing that comes to mind and what I would personally recommend is UnityChanToonShader2. It's typically what you see on models sold on booth.pm
Arktoon or Sunao could work too. Poiyomi can do it as it also has outline
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
@honest jackal the texture/image needs to be set to "no point" i believe in unity
thanks i feel kinda dumb now , heh easy fix
Do yall know how to do those UI shaders where only one person can see it
Like only the person whos avatar it's attached to
Can easily just activate/show the object for that UI on a transition that checks if IsLocal is true. Doesn't have to be built into the shader
oh epic
What shader should iuse for quest
VRChat - Mobile
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?
My shader can do that pretty easily
https://gitlab.com/s-ilent/SCSS
It also supports Unity's lighting, unlike UCTS
many thanks to you
where can i dowenload cube paradox flat lit toon
That shader has been deprecated for quite some time now. Advised to use a different one.
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.
mhh
does anyone know if it would be possible to have a quest avatar with an animated material?
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?
(the page on the avatar didn't have any recommended Shaders btw)
standard
I fixed it, somewhat
avatar is fine, but my vrchat is broke
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
- Are you using a modded client? :/
- What video card do you have, if it is very old you might need a newer one.
I have a good GPU and CPU and no it isn't modded. I found the issue. kind of
I got someone to clone it, and if I turned off custom animations it showed the colors
so im messing with the animations rn
I fixed it ๐
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
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.
Blenderโs 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 canโt 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 Unityโs HLSL shaders are able to do real metalness), which can produce different results.
I appreciate the response. That's good to know, going forward. I'll do some more digging to see if I can figure out something that simulates my look. ๐
Metalness is a hack based on specular calculations everywhere, not exclusive to Blender. That's how it works in Unity too.
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?..
Yep quite easy actually @chilly pasture
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
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.
If it's a pain in-shader, there's always constraints in tandem with the screenspace.
Oh wait. That isn't how screenspace works.
You'd have to use something else.

Assuming you'd want it to actually function like an artificial horizon anyway.
I guess error hud could kinda replicate it if you mess with the positioning.
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
Something like Error's hud shader is probably a good place to start. The axis in the corner was rotating based on the world, iirc.
I guess it might take some dissecting though to purpose it for your usage.
true..
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
There's this which is from those amazing plane flying maps (please go check them out!)
https://github.com/Sacchan-VRC/SaccFlightAndVehicles/blob/master/Shaders/HUD.shader
https://github.com/Sacchan-VRC/SaccFlightAndVehicles/blob/master/Shaders/HUDText.shader
Yet again saving my ass huh scruffy! altho more direct this time :P! Thank you so much!
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)
Anyone have a good toon shader that isn't Poyomi's?
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
nevermind I figured it out
anyone know why when I export an avatar from blender to unity the texture for emissions is gone?
The easy and obvious workaround here is to just import said texture into unity with the rest of the model. Is there a reason you can't do that?
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
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?
Nope, the textures on the model's materials don't make any difference because Unity makes its own materials. When you set a model to use different materials the originals don't count towards the final build.
wha... but you paid for this
Is there a way that I could possibly implement world particles like these: https://medium.com/@rafalwilinski/tutorial-particle-sea-in-unity3d-70ff1350fa9e#.a2obqtys6. Working on a show set and I'm wondering if an effect like this could be created for the background.
What's wrong with the tutorial?
Looks like the tutorial uses scripts, which isn't the best for VRC.
Does anyone have a shader that can be used to create a particle sea?
can anyone please describe to me what kind of material this is?
it looks like that stuff you've seen where there's a plastic surface
like poly urethane polished and stuff like that
@elfin basalt like this?
OMG YES
same color
Did you do that with shader graph @unborn imp?
no poiyomi
you can message me ๐
Hummmmmm poyomi failed to compile... odd
oh

Is there a way to stop the outline on Poiyomi's toon shader from getting bigger when you get far away from it
Did you make sure to attach all map files? Metallic, height, roughness, normal etc?
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 ?
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
this seems to be a c# script. Remember that vrchat doesn't allow custom c# scripts.
@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
https://kevind-portfolio.blogspot.com/2018/09/unityshader-night-vision.html Maybe this will help? I just googled VRChat+unity and night vision
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
Yeah, I noticed
What do you call the effects that trolls use again? The ones that can make your camera shake and whatnot
oh god those are the worst I hate them
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
@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
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 - ใใคใใใธใงใณใทใงใผใใงใใ ๆฌกใฎใใใชใใใฑใผใธๆงๆใๆใฃใฆใใพใ ahzkwid_nightvision_shader.unitypackage Headใซๅ ฅใใใจใใกใใทใฅใๆถใใใฎใงNeckใซๅ ฅใOverlayใไฝฟ็จใใฆใใ ใใใHeadใซๅ ฅใใใจใใกใใทใฅใๆถใใใฎใงNeckใซๅ ฅใOverlayใไฝฟ็จใใฆไธใใใRanderRangeใฏ0.1ไปฅไธใใๅงใใงใใ v1.1.2 ใชใผใใผใฌใคใฎใใฐใใชใใชใใพใใใ v1.2.1 ไธ้จใฎใชใใธใงใฏใใๆถใใใใฐใไฟฎๆญฃใใใพใใใ UIๆฉ่ฝใ่ฟฝๅ ใใใพใใ VRใงๆบใใ็พ่ฑกใๆถใใพใใใ
for example
@wild oxide
thank you
i will try to make it work in vrchat on my avatar
Does any1 know some water shader with good distortion? not clean water or smth like that @_@
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?
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 ?
did you make this?
no
I have almost no idea how to make shaders
I understand the basics.. but this is out of my league
๐
Works perfectly fine and no crashing/lagging for PC but Quest just hates it
hmm
I thought you could only use the whitelisted shaders on quest
maybe that is the problem?
nevermind that is only for avatars
yea only for avatars.. on world you can use almost any
What could be the issue though ?
maybe just take the HSLtoRGB function out of shadertools.cginc since it doesn't seem like you're using anything else in there
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;
}
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?
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
maybe change them to halfs
Soo to higher precision ?
lower precision
I can try changing the floats to halfs..
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
Well after changing all the floats to halfs it still seems to work.. and still looks good ๐ now the crash test
@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);
yeah you seem to have a lot of ifs and whiles, that is bad
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
Yea I was thinking about that if something like that isn't happening there.. and Quest just can't handle it or something ?..
Maybe it's nan or the precision is low enough that subtracting 1 returns the same float (this can happen)
hm ๐ค
That's why use frac which is faster and literally does the same thing but without the precision issue
ah I mean as I said I know the very very very basics about shaders.. ๐ 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 ?
Do Poiyomi's Toon Shaders not work properly with SDK3?
The UI of it doesn't load properly.
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
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
Poiyomi shouldn't be effected by Pumkin Tools, right?
Anything will be affected if you have a scripting error stopping things from compiling
Alright, I'll delete it and see if that fixes it.
there's some better written versions of these functions here http://www.chilliant.com/rgb2hsv.html
i haven't looked at the generated assembly but all those ifs are probably less than optimal
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 ๐
Figured out the roughness map but still not sure about height
Anyone know a good shader to replicate cloud movement
Probably a noob question but Iโm 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?
Thanks @stiff berry gonna check that out and try to figure out how to implement that into that.. ๐
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
Are there any free alternatives like shaderforge for a graphical interface for making shaders?
There's a fork of shaderforge for unity 2018
yeah, ever heard of the specular / metallic properties of a shader/material? to get the effect i usually use the default unity shaders, xexieโs toon shader 2.0 or poiyomiโs toon shader.
Does it render inside VRChat?
yes
Like the shine?
Does it look like actual steel/metal?
To anything shiny at all
Or*
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?
Shaders aren't "blocked" by safety settings, they fallback to a particular shader type. Not sure what you mean otherwise
@past pewter Unity's Standard shader has realistic metallic shading, and my shaders support it too
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
any idea why recently shaders are displayed wrong in the game? It looks normal in preview and worked before but recently turned into mush
no matter what world its still mush/blurry
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 (?)
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
Are you sure it's the same world? It could just be something with the world?
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
Huh well maybe someone knows what's up
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
I'm sure they'll be some bugs
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
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
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
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
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
With this could I have like a shader that looks like ultra instinct and still have the ones on it already
That's how its supposed to show in-game, you'd have to completely change settings or shaders for it to look different to what the creator wanted. It should also depend on what the world is
Most worlds use baked lighting, and so thats how only rarely it shows up with the real-time lighting
It wasn't like this before but I'll try mess with shader settings
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
okay I need some help here pls
does anyone have a subsurface scattering shader that has a roughness map?
hey has anbody a good glas shader
Standard
thats bit reflective tho
But it's one the best representations of glass
That's less dependent on the shader and more so on the compression of your texture. That being said, if you're treating it like a decal, poiyomi should handle that just fine
I used poiyomi and itโs the same do I need special Settings ?
That's less dependent on the shader and more so on the compression of your texture
But it looks fine on my texture itself
What is the resolution of your texture?
Use Poiyomi's decal option
Or my shader's decal option
might want to explain to them what that is lol
anybody got a good hair shader?
Silent has a dedicated shader for hair.
https://gitlab.com/s-ilent/hair-with-anisotropy
thanks
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
oh wait, it turns out all you need to do is plug it into an alpha channel in photoshop nvm
Go into the actual texture in unity and change its resolution, compression, or its filtering. It will increase file size tho
Using Arktoon Fade, this happens with outlines and an alpha mask
@split girder is it possible to stamp an image decal in substance painter?
yeah absolutely, the only requirement is for that image to fit in a power of 2 resolution image
Is there any way to provide arbitrary input to a shader in-game?
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
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
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
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
Wdym by equation shader?
So just put an equation texture on an animated shader
But as a dumb person, who
get animated shader
drag equation image into slot
you are now slightly more competent
Ah, interesting
Just do some basic unity tutorials, it'll help you a lot
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 ShaderใฏVRchatใใใณUnity็จใฎใทใงใผใใผใงใใๆๆฐๆ่กใ้งไฝฟใใใใฅใผใณใฌใณใใชใณใฐใๆไพใใๅคๅฝฉใชๆฉ่ฝใงๅคๆงใชในใฟใคใซใ่กจ็พใงใใพใใUnityใฎใใใใใฉใคใใฃใณใฐใซๅฏพๅฟใใฆใใพใใ ใฏใผใซใใฎใฉใคใใฃใณใฐใๆใๆญฃ็ขบใซๆๅใใใใจใ็ฎๆจใจใใฆใใพใใ โปๆณจ๏ผ ็ปๅใฎใขใใฟใผใฏใใข็จใงใใใขใใซใฏๅซใพใใฆใใพใใใ
any body know of a shader that supports 4 diffuse maps
What do you need four diffuse maps for?
he probably needs it for testing out stuff. remember how blender 2.91 has a lot more of the creative aspect? if Blender has it, can't it be replicated in Unity?
Technically yes, but that doesnโt explain the need for four diffuse maps. Really what matters is what theyโre 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 itโs really six materials packed into one node group.
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
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 donโt always carry over cleanly.
it's probably the shading style that might be off but I think it's fine
exactly
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!
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.
New shader!
Crispy Foliage!
https://t.co/O7RjK2tPYR
https://t.co/7y3gc1y6QT
Plants that blow in the wind! It uses alpha to coverage for smooth edges! Simple and easy, but with lots of features!
#unity #vrchat
Huh, your shaders improve quite drastically
I need a shader that has an effect of subsurface scattering like the one seen here
Got anything?
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.
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?
Yes
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)
I don't think you can do that
when an user disables shaders, vrchat manually replaces your custom shaders with unity standard shaders
yes, and according to this page: https://docs.vrchat.com/docs/shader-fallback-system I can make it select a transparency-enabled shader
This page serves as a description of the Shader Blocking System, how it operates, and how shader authors can work with it so that their shader falls back gracefully when a user has Shaders blocked on an avatar using a given shader. When a shader is blocked by the Safety System, it is first checked f...
"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...
did you name it "transparent" with no caps?
and also is that the shader name and not the file name
the name is "Glasses Transparent", have you tried only "Transparent"
"These names can fall anywhere within the full string of the shader name."
but I think I tried Glasses/Transparent too
it is true that it says that, but you never know, could be a bug
yeah, I've come to expect bugs since I started VRChat content making ^^
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
What about using polar coordinates?
Do anyone know if Custom Render Textures are supported? Like, they work but they seem to freeze randomly and don't update anymore
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
They work but are stupidly finicky
I got one working, but as soon as I change world they freeze
yup
and I guess there are no known solution...
just use photoshop. it's what I use if I were to divide different channels
that's... not what I'm trying to do
what are you trying to do then?
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
oh, I see what you mean
I use it to store variables, like actual ram
I see
@river igloo if you're still having troubles, https://pastebin.com/92gwQqCM
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hey folks ๐, I made an invisibility shader for Quest. It works great for objects, but doesnโt hide UI & avatar layers. Wondering if anyone could help fix this? Iโd pay 20$. Iโve tried VRCTraders, but the shader-commissions thread is pretty dead. DM me if youโre interested and Iโll drop you my shader code. Itโs for a portal world.
thanks so much!
"at the end of all of this shit:" - finally a guide written with a level of hatred I can relate to
Is there a list of supported shader targets for VRC somewhere?
Wow, when falling back to standard, does it really copy the metallic and glossiness floats without copying the metallic map too? Immensely dumb if true.
Good to know I'm going to look like a mirror ball to people if I remove "toon" from my shader name
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
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?
yup, or at least it did when that was written. maybe it changed since then, but i really doubt it :p
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
Shader graph only works with URP/HDRP, neither of which are suppoerted by VRChat, there are plugins for unity to achieve the same result and Unityโs shader graph, but I have no clue what theyโre called
Shader forge is one, but not sure if it's still supported. I've used it before and it's a pretty good (free) shader graph editor
@dreamy quail
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
generally this effect is too expensive for games
Oh yeah it totally is but that doesnt ever mean there could be some creative workarounds to fake it
well you could probably find some way to blur and invert the simple reflection cubes
Try my glass!
i cant my pc could NEVER
I need a black hole shader and a font shader
@velvet sorrel interesting
where can i get a decent quest compat skybox
the default vrc/mobile/skybox or whatever it is called should work
do you know what its called?
it should be labeled skybox under : vrchat/mobile/skybox
idk exactly but that should be close enough
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
Quest doesnt do transparency. Vroid has I think 4 transparent textures on the eye. Delete the eyebrow, eyeline, sclaras and eyeshadow. Or if quest compatability isnโt your focus literally any other cutout shader ๐
^ 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
Need help with this https://designnewb.wordpress.com/2016/07/05/halo-multipurpose-maps-shader/
Literally cant understand whats supposed to be done
what are the best shaders to use for avatars
oh damn someone named literally, but does he understand whats supposed to be done ๐ค
i like only understand 15% of what you need to know about shaders
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
this is what I have and somehow its supposed to end up like the example
well you see thats where im already lost because where do I do this
in the standard shader?
yes, in the standard shader, unless it uses somethin weird
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
that shader probs wont work with vrchat tho
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
The only problem with the shader seems to be that wordpress converted all " to โ and - to โ so it errors out
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?
And the -
you mean the _ to - ?
No, โ to -
I pasted it on a txt file so
Just use the search and replace to convert the characters
Can't see much reason why it wouldn't display correctly in vr but I don't really do shaders so test it out
Yeah probably wont work for quest users but thats what they get anyway
yep I got this as a result now
It isnt quite working right
Maybe it needs a proper lighting setup not sure ๐คท
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
I botched together a Halo shader a while back that might work for you, doesn't support detail maps at the moment though,
Mind sending me the model?
this is how far I got it so far
Mine is customised and doesn't have a visor.
So what's up with the visor? looks okay there
oh its a direct game rip that I basically left unchanged
I don't see an issue there
and this is the issue
ohhhh, the shadow overlay
models resource I assume?
its on the helmet
Yeah
I'm new here. do you guys create your own shaders?
No ๐ฅด
eye, i wanna learn. who's willing to take me on as their kohai?
Hi everyone, is there away to to record and load shader variants collections on VRchat
Not that Iโm aware of
There are a few resources out there that you can check out. Iโd recommend this section on catlike coding if you really want to learn shaders in unity: https://catlikecoding.com/unity/tutorials/rendering/
I use ASE; but this stuff looks really useful. Thank you.๐
Iโve been meaning to check that out but since I am more comfortable using code it hasnโt been a priority. The catlike coding stuff still has applications in nodes though, hope you find it helpful o/
I've been going through the stuff since you posted the link; can't thank you enough.๐
omg, thank you!
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?
@lofty dragon Hey did your shader have this issue
Is there a way to even fix this
I can't think of a simple answer really
mainly because I don't know how your shader works
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
It's pretty self-explanatory
I assume its the first texture, second texture and the cubemap right
my unity is updatin rn so im waiting for a bit to actually put it in
then the white texture in the bottom slot
this one or the actual suit?
the other one
Oh no option to change color
yeah, you'll have to edit the texture
oh thats where mine works better it just does it for me
Yeah, I made mine specifically for the models and stuff I had
Ahhh
Didn't need colour stuff because I already had the coloured textures
I made them
doesnt that change the entire thing though
I only selected the white parts
hmm
polygonal select in photoshop
oh thats a lot of work but I shall try
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
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
this pack should have what you're looking for. it's what I use
That pack is cursed, full of old crap and some of it is edited
is there a better alternative? so i'm not crippin around in a cursed shader?
Depends on what shaders you use, for example, if you use Poiyomi's or Mochie's they have their respective Discord released/GitHub releases
I am a collector of shaders. i think it's fascinating to legally watch paint melt off the walls.
Everyone has their own place for their stuff
as another example Doppel has their own discord
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)
Poiyomi?
anyone know where i can get the Cubed paradox shader download?
It's not supported anymore
what should i do since an avatar i got uses them
Grab mine, it does everything that Cubed's used to!
https://gitlab.com/s-ilent/SCSS
it should. i'd give it a try. you can also get flatlit from xiexes, mochis, poi, and... one other on the tip of my tongue
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?"?
@past pewter you need to duplicate that material and put the new one into the model
@mighty pulsar whats a โsad satanโ exactly?
a cringy meme cursed horror game. that's the best I can explain it. I guess they have a "vandalized" version of it that's NSFW
i wouldnt know of anything like that sorty
example of what I'm looking for. a shader to replicate this, or someone who can
mmm yes, those are pixels
I just like the ominous feeling it gives me. think of it as ASMR for my eyes
anyone have any idea how to add sparkle effects onto clothing with shader? Unitychan if possible?
poi shader. enable glitter
ty!
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
anyone know a good shader that doesnt have a cartoony look? need it for a fallout Avi
xiexes, cubed shader
you got a link ? @mighty pulsar
Does anyone have the shader "Doppels shaders" ??
no. ๐ฆ i can suggest a place, but it's bannable to say that name
i think you have to spend money on Dopple's patreon
Try my Subsurface Scattering shader!
It's made for realistic-ish characters
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.
Does Dopple have a discord server?
Aww that sucks.
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
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
https://cdn.discordapp.com/attachments/807155217946771486/812427997478912060/VRChat_1920x1080_2021-02-19_21-58-08.101.png does someone know why some avatars look like this?
Hoi
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
have you seen this yet? https://youtu.be/uRji0o11zkU
How to Create a animated texture for your VRChat avatar.
https://github.com/thnewlands/unity-surfaceshader-flipbook
2:21 making a sprite sheet in gimp
11:02 integration
I saw something about that render when I was searching, but I thought it was outdated. I just now figured out I can take the image, duplicate it for each frame, and offset it. Then make it an animation and export it as a gif.
I know who go turn to now โค๏ธ
it looks like it's reading a normal map as the main texture?
Ok, well, that's a render issue. Which can happen due to more reasons than one. Usually it's due to drivers though from what I've seen before, have you updated them recently? And which graphics card are you using?
It's an AMD driver issue
What kind of shader do you guys thing would go well with this?
Pretty proud of this: Almost entirely self-written raymarching shader on an avatar. Synced, works in desktop, VR and mirrors, performance rank is still "Good" and nobody has complained about lag yet - plus really fun to play around with in VR!
anyone got good shaders for clone avatars?
Do you have any previous shader work? I'd like to see more if you have any.
https://www.patreon.com/dopestuff link can be found here
Does anyone happen to know if it's possible to get viseme/blendshape info through shaders?
I'll have to look into it then I guess
I've seen https://github.com/AkaiMage/VRC-Collision-Shader that has you encode a blendshape into a texture in order for the shader to be able to activate the blendshape.
Ah right, don't believe that's what I'd want but it's cool nonetheless. ^^
nope, this was pretty much my first foray into VRChat shaders, I did some experiments in the world you can see in the background, but nothing as complex as this
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
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
With Avatars 3.0 you can have viseme animations that change the emission colour/strength.
Depends on what shader you use and how your materials/meshes are set up
Any idea if this could somehow be made Quest compatible ?
lol
anyone know where i can get a cell shader?
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 thatโs 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 donโt care too much as long as they can view the model it doesnโt necessarily matter.
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior. Find more information about limited components on our Quest Content Optimization page.Although the ...
you can make shaders for quest, theyre just rare
Where do I download the Quest Shaders? Do I need to get the latest SDK?
Yeah
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
I meant for world and by compatible I mean so it doesn't crash Quest or make quest see through 1 eye
But I solved it already.. I found pretty good replacement texture
Ahh Icic
Is there a mirror shader that will cull by distance? So people or environment 50 miles away donโt render but instead up to a fixed distance?
Using a pickup object mirror so I canโt use occlusion portals on a static plane toggling when mirror is turned on
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.
Thank you so much for the reply! I'll learn how to make shaders by dissecting a few and then try this!
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.
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!
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.
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 itโs at the corner of the viewpoint
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
can someone help me get a gif on my model
Finally found the right shader! Toon shader looks best on this!
What toon shader did you use, Poiyomi?
Is it literally called toon shader on the unity store?
I think so, I looked up toon shader and the profile came up with all the VRChat robot guys with the same shading
Is there any way to disable backface culling on the default Quest shaders?
Especially the Toon Lit shader
nope that is not doable
Fuck
only way to achieve this is to duplicate the faces that you want to be double sided (in blender) and then flip the normals on the duplicate.
this will make it so that there are actually two sides to it
Hmmst
how to fix the green in the vrchat shader
remove vertex colors?
Is is possible to get a similar look to the built in "Autodesk Interactive" shader using the Poiyomi shader?
There are ways to achieve a realistic lighting (PBR) setup in poiyomi's yes. I'd suggest joining poiyomi's discord server for more assistance/information
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?
Standard but set up better
add emmissives and post processing. and light rays if you have any
Thanks, I'll try that
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 ?
can you describe what this shader is supposed to do
This
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 ๐
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
๐ค
My guess is that on PC the number overflows and starts from 0 when it does and on quest it just stops at the highest and doesn't reset to 0 but which and where ๐ค
That's my guess
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
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
So you think if i change the one fixed to half or something it might work ๐ค
Does anyone know a good shader for overwatch pls tell me
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?
Instead of sin() and cos() of time, try _SinTime and _CosTime
What shaders can duplicate geometry?
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
can't you just make green sphere wider on sides than?
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)
i only know how to make that in blender not in unity
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?
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?
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
Ah, at the moment I'm just using the stock shaders. Is there a way to do it in blender?
It's a shader thing, and standard shader has backface culling on
and you don't need to use shaders if you use blender
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
Blender has places where you can enable backface culling, try here in the Solid viewport shading mode
Or in the individual material settings
Ah, awesome the material settings one worked
Couldn't see the setting on the viewport shading settings panel for some reason
It changes depending on which viewport shading mode you currently have selected, the four different circles
Wireframe, Solid, Material Preview and Rendered
Ah I see, on solid mode sorry you did say that
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
a lot of the common toon shaders can use normal maps, just depends on the settings you use
I tried poiyomi and arktoon.
While they have areas for them, they don't seem to display
Should look like this https://i.imgur.com/TecOPku.png
arktoon
Poiyomi's even worse looking
Try playng in poiyomi settings it haves some metalic effects options
Try adding a matcap to it
If there's just unity standard + outline that exists, that would probably be best
There's the realistic option in light & shadow section of Poiyomi's shader, you'll also want to enable metallic and specular refection
Actually looking at it, not sure how I even add an outline to that
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.
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)
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?
Thank you very much
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 ;_;
You don't need a normal map, but you do need to use the Surface Mask
Example is using this texture: https://cc0textures.com/view?id=SurfaceImperfections008
oh thank you so much ๐
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.
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
I saw an avatar a couple days ago that did it with no dynamic bones, which is why I'm asking
You can use Constraints to alter visual framerate
Oh yeah, we have constraints now!
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
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
Jittery? Sounds like rounding of the vertices
Jittery was the wrong word
It didn't move based on your view angle
I assume that would be better on performance than dynamic bones
and how would you change the rate that it shifts?
You change the on/off state in the animation
if you want it to update faster, do the on/off transition quicker/more often
Are there any guides for constraints I could look into? I don't really know how to use constraints let alone animate two of them.
I don't know of any for a general use case. I recommend using the Unity manual and playing around with them.
In this overly long tutorial we're revisiting a rain shader idea from the past, only this time we're making it without the aid of particle systems. With just one R,G packed texture, and a lot of shader magic, we can make it rain on any asset*
*Doesn't work on skinned mesh renderers, you need some sort of tangent space uv's for that and it's not...
Can anyone tell me why when I use this shader on an object it shows up black and where I canโt apply it to a glass material I have in my scene, I donโt know how to make it see through?
You can find the shader for free on his patreon
anyone has a good water shader
Uh..
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 ?
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
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 ? 
|| 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.
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.
Yeah the red marks/overlay are a separate mesh altogether
I got that one figured out
Muzzle flash on Blender ๐
anyone know how to stop this shiny metalic look in blender?
Increase roughness, decrease specular