#shaders

2 messages · Page 22 of 1

rustic lodge
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Set the roughness into middle or you can increase it more

static frigate
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yeah i got that figured, do you know how i can hide parts?

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it wont work for me

rustic lodge
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If you max it more, the shiny Metalic things will disapeared

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@static frigate may i know your Blender version?

static frigate
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2.90.0 in the bottom right

rustic lodge
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Oh

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Try using the 2.92, stable version

static frigate
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oh alright

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anyway i can save the project over to the new version?

rustic lodge
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I hope it will fix the problems, you can also download Blender free on steam, and also its auto update

rustic lodge
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Idk if its will work

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I have the 2.91 save files and its still working

static frigate
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how do i seperate save files?

rustic lodge
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Just save it in different folders

static frigate
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alright

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@rustic lodge yeah the new version still has the same issue

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if i hide the pants the enitre model is hidden

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i dont know why

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cuz all the pieces are seperate models

rustic lodge
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oh, hhmm

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well mine is working fine

static frigate
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maybe the model is binded to the pants or som?

rustic lodge
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hhmmm, try ask the others, might help you more

static frigate
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alright np

little barn
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how can i get crystal/ gem shaders

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wanting to put something inside a crystal

rustic lodge
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Set it as emission

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Then set the strength depends what you would like

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Idk i haven't try making a crystal shaders before

barren fractal
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Does anyone know where I can get sun wukong from rwby

subtle cobalt
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Assistance, please. I'm trying to make certain parts of a texture glow.

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Is it possible?

foggy mauve
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@subtle cobalt emission map?

static frigate
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anyone know any good shaders for leathery cloth materials? need them for my NCR Ranger

foggy mauve
static frigate
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Standard makes this avatar go like metal glossy weird

foggy mauve
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You need the roughness, metalness etc maps too

static frigate
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doesnt have any metalics tho

foggy mauve
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Metalness is 1 to 0, so it can specify things not being metallic too

static frigate
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still is messed u[

foggy mauve
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Roughness is how clear reflections are (like glossy specular highlights) and metalness is how much reflected colors override albedo

static frigate
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only seems fine with shaders

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i used xiexe and also silents cel shading

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they work fine

foggy mauve
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What's messed up with it? Not sure what it's supposed to look like

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I mean if you want cel shaded then there you go, use those

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But that's not the style they used in fallout right?

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If the asset is ripped from game files then it was built with a specific look in mind

static frigate
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i just want to retain the color and have it look somewhat realistic

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not looking for any certain fallout style

foggy mauve
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Can you put some simple walls and floor and lamp in your scene? You're not looking at it under lighting conditions you're likely to encounter in game

static frigate
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how do i go about doing that? never done anything of that sort

foggy mauve
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Right click add 5 cubes and a point light, rescale the cubes so they make 3 walls, a ceiling and a floor, and put the light somewhere by the ceiling

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Also go to windows->render->lighting and change your skybox to something other than the default grey thing

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You can find skyboxes for free on the asset store if you need one

static frigate
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alright im getting the skyboxes rn

static frigate
foggy mauve
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Generic afternoon or sunset is fine

static frigate
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alright

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sun source any changes?

foggy mauve
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Doesn't effect the lighting as much as how the model looks in contrast to it

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Nah that part's fine

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But yeah if you want stuff to look like leather and not plastic you need a normal map and a roughness/metalness map at the very least

static frigate
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yeah it has a normal map

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im setting up the walls rn

foggy mauve
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Is it using an atlased material or do you have several?

static frigate
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its multiple mats

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how do i put the light at the ceiling, i never worked much with lights

foggy mauve
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Just drag it upward lol

static frigate
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doesnt seem to do anything

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its pitch dark

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the light comes from the sky i belive

foggy mauve
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Pitch dark with standard shader on?

static frigate
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the light doesnt do anything

foggy mauve
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It's a point light, not an area light, right? And it's set to "real time"? Play with the intensity too, depending on how big your box is

static frigate
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alright yeah thats what i was asking , ill do it now

foggy mauve
static frigate
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so have this as a point yeah

foggy mauve
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Yep

static frigate
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got it working, should the enitre avatar be visable?

foggy mauve
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It should look like it's in a room with a single overhead light

static frigate
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yeah

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so the bottom half of the avatar is dark

foggy mauve
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And if you move the light around the avatar it responds correctly?

static frigate
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yep

foggy mauve
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Perf. So now all you have to do is put the light (and maybe add a few more) around the avatar to recreate a realistic-ish lighting scenario you might see in-game, and from that scene you should judge how a shader looks

static frigate
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alright ill mess around with some setting so , cheers

foggy mauve
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Everything looks washed out in the default scene you get when you make a project lol

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Make it look good here and it should look good in game (in any world where the creator did the bare minimum effort to set up their lighting correctly, but IMO it's not worth it to cater to improperly constructed worlds)

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In general, stylized shaders are more designed for a specific look- usually either anime or furries. Since what you're making is from a game that used a traditional lit / bumpmapped shader, you want to use the equivalent things in unity to make it look right. Plus, it means your avatar will look correct to everyone, whether or not they have your shaders enabled

rustic lodge
subtle cobalt
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Right on. I'll give it a try.

rustic lodge
subtle cobalt
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Yeah, there you go.

rustic lodge
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did you did it?

subtle cobalt
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I'll go grab Blender.

rustic lodge
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Cool

topaz quarry
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HR

past pewter
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Hi guys

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Anyone got galaxy or rainbow shader I can use

past pewter
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??

mild finch
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anyone has a FX/Flare shader with HDR emission, I've tryied to make my own but it keeps getting purple

left orbit
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Hey y'all, I've been seeing some really nice looking cel/toon shaded characters recently... Can anybody see from looking at this what this shader is? https://i.imgur.com/N327zcb.png
It just looks really nice
Is that s-ilent?

lofty dragon
fast basin
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does there happen to be a shader with pixel dithering

left orbit
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Well that’s a pretty dang good outline shader still, I’ve seen a lot that clip and there’s barely any on that thing 🤔

tired token
left orbit
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Uhh

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I do not remember

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Something and then the word "DIA" but y'know that could be anyone

fast basin
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is there a toon shader that makes the shadows look like screentones
i tried xiexes but it's not the style i'm looking for, that does a bunch of lines where i'm looking for a bunch of dots

left orbit
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Reading a shader tutorial and I have to say

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If the CPU cores are like the fellowship of the ring, communicating and caring for each other and having specific common goals, GPU cores are like Uruk Hais tearing apart whatever task they get their hands on first.

Why am I telling you all that, though?```
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This takes the cake

calm scroll
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@past pewter this made me laugh out loud because pretty much most of the shader creators hate this. What you are referring to is “unlit”. You can do that, but in dark worlds you will look like an obnoxious neon sign. You may instead want to find a shader that adjusts brightness evenly, I think most of the main toon shaders out there can have a compromise of settings that will work for you.

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You light also look into matcaps for this

brisk gull
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You could use Poiyomi math setting and put the gradient setting to be the same.

faint fulcrum
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Poiyomi has "monochromatic lighting" which makes it use only the brightness of the world but not color so for eg in a blue light will still see the original colors

static frigate
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in blender it looks good but then in unity it doesnt work properly, how do i fix this?

jovial urchin
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Try a cutout shader setting

static frigate
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oh yeah that works, cheers

lofty dragon
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Can anyone here recommend a good blur shader that works in a volume?

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I've been using a post processing volume with depth of field set really high to blur the camera, but that blurs all the menus and makes them unreadable.

rain cairn
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@lofty dragon I am not sure, but isnt it possible to exclude the UI layer from the post processing?

brittle solstice
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uh, is there any difference between the VRChat>Sprites>Default shader and the Sprites>Default shader? Seems to look exactly the same

velvet sorrel
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At a cursory glance, the Unity one is a vert/frag shader while the VRC one is a surface shader, so the Unity one may have issues in VR

static frigate
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anyone know how i would go about adding chainmail to specific parts of this texture

velvet sorrel
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Very carefully

burnt rivet
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with vigor

quartz atlas
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the one with dark hair is how its suposed to look but the vrchat mobile shaders change it and i dont know ho to make it work right

weak belfry
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ooo~

slow harbor
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what shader is this??

brisk gull
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Looks like a transparent outline shader with objects inside it.

tired token
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no outline, just fresnel, aka rimlight

exotic frost
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How would I make something glow? Say a light, or an item, without actually putting a lighting thing. Like that above^

pine venture
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Unlit shaders that don't care about light, and "Show" whatever color they want

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For instance a bright blue transparent mesh

static frigate
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anyone know how to get a inported picture to transfer over well? for example if i put a circle over the texture on the right then apply it in unity it will be messed up since the positioning and spacing is different

sharp pike
# static frigate anyone know how to get a inported picture to transfer over well? for example if ...

I don't understand your question, the uvs are going to be the same in both unity and blender, if you use the same texture in both, they'll look the same. If you want to add a circle to the texture of an existing texture on a model, you can draw it on in texture paint mode or project from view the uvs of the polygons that will have the circle on them so there's no distortion when you line up the uvs with circle you've drawn on the texture.

static frigate
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like into this section

keen jay
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Hey hey, I'm looking for someone who could help me with a custom shader

proper siren
# static frigate

On the uv layout tab in 2
8, the left side should have say image, you can load it in there with the lil folder icon and subsequently save it to be used as a material(pretty sure) I'm new to blender, check with the 3d modeling text chat, someone will probably have a clearer answer for you or point you in the direction of a tutorial

round inlet
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Does anybody know of a specific shader that acts as a standard shader with a slider or something to control the lightmap opacity?

split girder
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@solid grail Yo, trying to use the standard metallic setup, looks like roughness doesn't use my mask, any idea ?

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It doesn't work with its own mask, but works with advanced channel selection and the alpha channel of my metallic map where the smoothness is on

solid grail
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what textures are you using

split girder
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The ones i made in substance

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does roughness expect an alpha channel by default ?

solid grail
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could you send them to me? when you select advanced channel selection, the defaults there are what are expected without.

split girder
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i guess i'll have to re-export my roughness on alpha channel

solid grail
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metallic reads r channel as well as roughness

split girder
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roughness uses the R channel by default as well ?

solid grail
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half2 MetallicRough(float2 uv)
{
    half2 mg;
#ifdef _METALLICGLOSSMAP
    mg.r = tex2D(_MetallicGlossMap, uv).r;
#else
    mg.r = _Metallic;
#endif

#ifdef _SPECGLOSSMAP
    mg.g = 1.0f - tex2D(_SpecGlossMap, uv).r;
#else
    mg.g = 1.0f - _Glossiness;
#endif
    return mg;
}```
from `UnityStandardInput.cginc`
split girder
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So for roughness i need to use the alpha channel specifically ? It defaults to R hence my confusion

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The second texture is the metallic glossiness

solid grail
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They are both reading the red channel by default. Though this texture's r channel looks like this

split girder
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kk, i'll edit the roughness mask to be fully white and black, seems like it's the issue then, it's grayscale but roughness still affects everything else way too much, thx !

solid grail
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for contrast, here is one of my metallic textures.
i think that's the issue 👍

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I pack my textures into these:

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advanced channel selection was added to do so

split girder
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makes sense, ty

wintry belfry
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does anybody know a free water material/shaders that give a reflection/moves?

dense canopy
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i have a kinda of complicated shader question for a world lmao, would it be possible to make a shader (or multiple) that allow me to "cut" into an object with a sphere, and retain that object's texture?

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something like this

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the texture on the cube in this drawing would be repeated around the whole cube, i just got tired of drawing x's

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i've seen stencil shaders being used for something similar, but they usually dont retain the texture of what theyre cutting into

neon herald
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so look for led 7 segment display

tired token
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what is that in response to? lol

past pewter
dense canopy
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perhaps, i was looking at boolean subtraction, but since i dont really know how to make shaders its been hard finding an implementation that preserved textures lol

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alternatively, boolean addition could work. the cube in my example is less important than the spheres. if i could "combine" the spheres and give them inverted normals, then i could achieve something identical to what im going for

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unfortunately its really hard to find examples of an addition shader online... :/

cosmic fable
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Maybe a projection shader could be in line with your goals?

dense canopy
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i dont think im explaining what im after very well, sorry
hold on, i made some gifs in 2d that explain it better

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^ this is option 1, where a sphere cuts out a main object

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^ option 2, where, from the inside of the circle, it would look exactly the same

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of course, this would be in 3d. the players would also pretty much only be inside the circles/spheres

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im thinking about it like a dark room, and the spheres are causes by lanterns that illuminate a radius around them

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but the "darkness" in this case shows as a texture

pure raven
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This is a much more confusing explanation than your first....

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But based on your last point; I think you're looking for black volumetric fog (additive).

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Not sure how to achieve this; but there are lots of talented people here who could help.

dense canopy
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its a similar concept i think? i was looking at making the "fog" completely opaque though

pure raven
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Okay, so not additive.

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So Unity has fog built right into the lighting settings...You can change the color and overall density, but I'm not sure if you can add volumetrics (make it thicker/thinner in some spaces).

dense canopy
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im not sure that i really want it to be soft around the edges like fog would be? im fine with having it completely fill the spaces it's allowed to fill

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trying to think of a better way of explaining it :P

pure raven
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Let me PM you. It'll be faster.

dense canopy
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okay ty lol

solid grail
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Do you have control over the shader on all of the objects you're talking about?

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If so, look up stencils.
If not, give up.

trim vortex
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the texture in the chest isnt showing, how do i fix it?

light urchin
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Change culling to off undering rendering options in the material

worldly jungle
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im looking for that fire shader that a lot of the crashers have so i have another fun shader to play with

solid grail
past pewter
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Lol

neat finch
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Toon shading on a wood chest 🤢

knotty rivet
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Is there a specific shader that can do 2 outlines? Or is there another method to do so?

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Saw someone with a black then white outline and it looked great.

tired token
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Probably a @steep swift model 😆

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But probably not, you could always do the outlines in the actual mesh

cosmic fable
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I'm exporting a model for someone and it used Poiyomi shaders, what should I export and what shouldn't I to adhere with the "no distribution of the shader source code" rule?

halcyon dove
cosmic fable
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I did ask, but yeah that clears things up. Thanks!

past pewter
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Dose anyone know where I can find a aura shader kinda like this?

topaz thicket
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does anyone know any good fur shaders?

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trying to get close to the one the Cotton Fox avatar uses

tired token
topaz thicket
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nevermind I already got one

tired token
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👀

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which one

topaz thicket
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a friend gave one to me

tired token
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that's not a name! 😆

fierce vine
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Fur shaders in general are kinda bad for performance, really...

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And @topaz thicket I sincerely hope the shader they gave you isn't meant to be paid for. Too many people sharing around paid assets already.

lofty dragon
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Annoyingly they expanded on the fur shader and turned it into a paid game for non-VRChat unity stuff

brisk junco
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does anyone kno how to fix the problem where animating a parameter on one material animates parameters on other materials on the same model

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as a workaround i was trying to make an edit of the standard shader where all the variables were renamed but then there was 17 thousand cgincs and my brain imploded in on itself and then i gave up

past pewter
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Anyone know a cartoon shader like this one? or something like it

past pewter
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Try poiyomi

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Or arc

velvet sorrel
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My shader's designed for anime, you can find it in the pins

past pewter
quaint wyvern
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does anyone know any good cell shaders that will outline an avatar?

vale hemlock
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Silent's or poiyomi's probably can, you just have to tinker with the options.

fringe sand
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Well, I've got an odd issue going on. I've imported Silent's Fake Glass Shader. In other projects, the shader works perfectly, but any new project I try to use gives me this, "Shader error in 'Silent/FakeGlass Rain': undeclared identifier 'perceptualRoughness' at line 150 (on d3d11)" Anyone know what the issue is?

past pewter
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Im not sure with that at all tbh, but try re importing it, if you havent already.

fringe sand
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That didn't fix it.

velvet sorrel
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It looks like that only happens if you're using gamma instead of linear colour space, which isn't really supported by the shader or VRC

safe geyser
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Noob question: If my model comes with a "lightmap" texture that seems to match the atlas and is in greyscale, what is a typical name (or names) of the field in a shader where I would normally want to plug that?

pure raven
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I mean, I’m no expert, but I’d assume it’s the lightmap field.

safe geyser
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Sure

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There is usually no field with that name in the shaders I've seen so far

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Let's say I have a skin material and I want to use Silent/Subsurface scattering with it

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Do I want to plug this lightmap anywhere, and if so, where?

pure raven
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I think you add custom lightmaps in the asset importation options, not in the shader/material options.

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Again, not an expert though.

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Quick question: are there particle shaders out there that support more than just additive & subtractive blending modes? Maybe something like “overlay”? I’m looking for a particle shader that looks opaque; (or close to it), but that doesn’t rely on alpha transparencies. I’m trying to make realistic foliage for Quest...

lethal rock
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Extra maps are typically added in the material

fringe sand
velvet sorrel
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There you go. Go do that.

fringe sand
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Apparently it was due to the SDK being absent. Some reason I thought that the shader could be used with any Unity based project, and that it didn't need the VRCSDK.

tropic tusk
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mh. I tried using a cel shading shader but character turned purple in VR Chat. I kinda thought all shaders worked on vr chat

scenic wolf
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probably had some kind of error when it compiled

velvet sorrel
rotund loom
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Someone know why the quest compatible shaders makes that green?

hardy dagger
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what shader is?

rotund loom
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Every shader does that

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Lightmapped not but its not for avatars

hardy dagger
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what is it supposed to be? did you copy the right settings?

rotund loom
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Its a normal material using a tex 😐

hardy dagger
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ok yea, i think your color setting is set to green

rotund loom
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Nope

hardy dagger
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try standard lite

rotund loom
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Same as i said

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NVM, i found how

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YEP

hardy dagger
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huzzah, that was weird tho

rotund loom
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Ye

tropic tusk
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wow, why

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i had similar problems with PNG transparency pulling color in places where the textures was supposed to be transparent

tropic tusk
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maybe i missed something?

sharp pike
left orbit
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What exactly do you “call” a shader (or particle?) that automatically projects its effect onto the surface of a mesh? For instance, Lolathon’s spider shader that makes a spider crawl along the surface of an avatar or in-world object

past pewter
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how do i get screen shake shadere

past pewter
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Does anyone know how to convert a shader from ShaderToy to Unity?
I followed this video, but haven't gotten the result I wanted since I just got started today
https://www.youtube.com/watch?v=CzORVWFvZ28&ab_channel=TheArtofCode

Twitter: @The_ArtOfCode
Facebook: https://www.facebook.com/groups/theartofcode/
Patreon: https://www.patreon.com/TheArtOfCode
PayPal Donation: https://paypal.me/theartofcode

Ever wondered how to get a shader from ShaderToy imported into Unity? Well wonder no longer because in this video I will explain how to do it. Its really not that hard.

Ru...

▶ Play video
#

here's the code

onyx pecan
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how do i get a screen effect like picture in your screen i am new

past pewter
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That's...embarrasing

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Is there no tool to just convert the syntax? You could easily do it with regular expressions

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Instead of find and replace over and over

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Someone must have a made a conversion tool right

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@past pewter This should answer your question

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@past pewter Already checked it and the owner didn't fix it for the version its has updated to

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but its fine since I found another shader that is closer to what I wanted from a shader that I need

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Okay 👍

stiff berry
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shaderman will give you basically a 2d texture version of a shadertoy. Generally when you want to bring something from shadertoy into VRC you want it to work in 3d and in VR, which requires some manual editing

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it's usually just changing the ray start position to be the camera position and the ray direction to be the view direction

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but you can't detect that with simple regex

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and every shadertoy does it differently

late knot
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Anybody got any good raymarching shaders?

weak bramble
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does anyone know how to add a dissolve shader to an avatar emote? i'm trying to add one but i can't open those shaders in the same project my avatar is in

calm frigate
shell temple
wise shadow
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hey

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whats a shader anyone

velvet sorrel
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It shades

brittle plinth
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A shader is a program that renders a 3D object into the 2D space of a computer screen, typically incorporating lighting functions to make the object react to lights in a scene and texture sampling that maps a 2D texture to the 3D object.

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In other words, they’re the programs that let you see maps and avatars on your screen.

lean forge
#

Would anyone know how to make a shader like revenant's shadows from Apex legends?

serene sapphire
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I'm setting up the NKD Protogen model for a friend, how would you go about giving the visor a glossy, reflective shader?

hardy dagger
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@serene sapphire standerd is pretty good at that, you could also try rero's shaders. ive heard theyve gotten good results

lofty dragon
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Does anyone here know a good water shader for quest worlds? I thought I found a good one but it turns out it doesn't actually work.

hardy dagger
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noriben water shader works pretty well on quest

hasty raven
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okay so I need a shader that can make images fade then go back to blinking

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like lightning

slim stag
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does anyone have this cartoony outline like shader?

vale hare
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this is more of a unity question, I get in the console, keyword warnings, but ive already gone through my avatars to delete keywords, which leads me to believe it's other shader shit in my project which the tool doesnt pick up because it isnt being currently used.

should I just delete my Library shader cache folder? or is there a neater way to deal with it

hasty raven
#

can anyone help me please? I'll give you guys an example

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like this

lofty dragon
vale hare
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I tried deleting my shader cache. It has honestly made no difference other than making my project open quicker. the moment I go to the shader list on a material the same warning appears

lofty dragon
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If people stand in the pool, it ruins the illusion

outer oracle
steep swift
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Yes, it's a good technique: Octuplex uses it on their cartoony style models (highly recommend them), and quest compatible, too!

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It does double your poly count (though you can get away with not doing it for the face or other high density areas). But now that quest increased poly limit to 20k it isn't as hard as it used to be

slim stag
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so what can i do

late knot
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Trying to find a raymarching-capable shader and all the google results are just "how to set up your own raymarching shader!"

sharp pike
late knot
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I'm just looking for a shader that'll blend meshes together

late knot
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Something that won't take me setting up C# coding, having to try to get that ported to Udon and whatnot

sharp pike
late knot
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Dammit, all this effort to try and figure out just how to make some 3D floating lava in a VRChat map

hasty raven
#

ikr

vestal solar
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what would be the best anime / cel shading shader to use right now?

cosmic plume
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poiyomi shaders are really good

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very versatile as well

vestal solar
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thanks

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its been awhile since I've made anything

cosmic plume
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the newest ver of poiyomi made it more simple, and you can get the "pro" version for a sub to their patreon

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6.0 has the "pro" ui and tools, but not as many features as 7

vestal solar
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I see

cosmic plume
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I'm still on 6.0 and haven't needed anything too extreme yet so take that how you will

vestal solar
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well, what I need it for isnt extreme or anything

cosmic plume
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so yeah either ver should be fine

vestal solar
#

also, while I'm here, where can I grab the latest version of the avatar sdk?

neat crag
vestal solar
#

thanks

cosmic plume
#

Are you upgrading from SDK2?

vestal solar
#

uhhh

#

the VRC sdk I have installed right now is 2 years old now

#

so

#

¯_(ツ)_/¯

neat crag
#

oh thats def sdk2

cosmic plume
#

Yeah you'll need to make a new project and move stuff over

vestal solar
#

this is a completely new project

neat crag
#

its installed per project

vestal solar
#

what version of unity do I need to be on?

cosmic plume
#

oh ok so you should just be able to drag and drop the sdk in there then

neat crag
#

2018.4.20f1

cosmic plume
vestal solar
#

dammit

#

ok

cosmic plume
#

there is some links on this page to get it setup more easily

vestal solar
#

wait

#

I already have that version installed

#

I just didnt create the project in the right version

#

🤦‍♀️

vestal solar
#

uh

#

another question

#

I remember having this issue a long time ago

#

and not remembering how to fix it

#

how come everything is grayed out in the inspector tab for shaders?

velvet sorrel
vestal solar
#

ill take a gander

past pewter
#

anyone got silents shader ?

velvet sorrel
lethal rock
#

You can also check the pins, it’s in there.

heavy topaz
#

Is it not possible to make an animation that changes shader parameters made in shader graph?

heavy topaz
#

Or how else can I play a shader NOT on a loop?

sharp pike
#

use an animator to animate a property of the shader?

heavy topaz
#

shader properties don't seem to be visible in the animator under skinned mesh renderer, or mesh renderer

#

The only thing I can change is material properties

sharp pike
#

yeah, that's what I mean

#

like how you can do scrolling textures by animating the texture offset

heavy topaz
#

right but you can do that inside the shader graph without creating an animation with a time node

round berry
#

does anyone know if rendertexture is allowed in any way in avatars? I'd like to use some shaders with frame to frame persistent state in order to do gpu approximate fluid simulation for some particles

#

they'll be relatively small on screen so it shouldn't have too high of a cost, I'll test it of course, but I'm just curious if this is even possible or if I need to use shaders that are entirely procedural rather than simulated with state

heavy topaz
#

I now have two shaders, one for my dissolve in and one for dissolve out. The two shaders divide sine time and cosine time in different configurations

out:

sharp pike
heavy topaz
#

Even with the two shaders and switching between the materials with each assigned, I can't control the time the shader is currently playing at to get a proper start - end result.

EDIT: I'm testing out PoiyomiToon shader and I can see the shader parameters in the animations window

round berry
hasty raven
#

I need help trying to find a blinking emissive shader

hasty raven
#

does anyone have any:?

#

I want one that flashes quickly bright then fades to black

#

does anyone have that kind of shader?

sinful pilot
#

poiyomi's shader has a feature like that

hasty raven
#

I've already figured it out

nocturne birch
#

Does anyone know how to get a glow shader or a holo gram shader?

nocturne birch
left orbit
#

Where can I go to get syntax highlighting for .shader files in newer versions of Visual Studio? I'm using 2019...

left orbit
#

@fiery sentinel thanks! I forgot to mention it here too, I just installed VSCode cuz I couldn't be arsed

round berry
#

how does one apply a custom shader to a world? I want to try out making shader based worlds

whole crypt
#

man im so glad that unity's shader graph comes with compile errors by default

wild oxide
#

that's because shader graph isnt compatible with the default render pipeline used by vrchat

whole crypt
#

this was in a LWRP project, i wanted to see if i could use the generated code from the pbr master node to convert it into a standard HLSL shader

#

makes it really annoying to make shaders for vrchat worlds, i dont really know what to do

#

and amplify being $80 makes it completely infeasible

tired token
#

Makes programming shaders yourself seem appealing. 🤣

brisk gull
#

There's shaderforge for 2018

brisk junco
#

so i'm having trouble with some screenspace shaders, since whenever i offset the UVs the depth looks all wrong, and i think it's because i really dont understand how stereo matrices for VR work

#

does anyone have a simple explanation somewhere

wild oxide
#

I cant recommend doing this method for a time shader when you can easily access local time in sdk3

hardy island
#

How would you incorporate it into a shader being used on a avatar?

wild oxide
#

if we're talking about avatars then the above 2 examples are not going to work, as they rely on vrc_panorama's in sdk2, which is only for sdk2 worlds

#

you can't get a local time shader on an avatars as local time isnt exposed to avatars in any way

#

the only thing you could possibly do is have a world with a shader that can share a global texture with avatars that encode local time, and the avatars has a shader that reads that texture to translate it

hardy island
#

Was your fork before udon?

wild oxide
#

yeah

hardy island
#

ah

wild oxide
#

before udon that was the only way to get local time, but now with udon its just way too much effort when you can just grab local time directly

hardy island
#

Combing through forks to find improved shaders. whew..

wild oxide
#

fixes a few graphical issues with it mainly

hardy island
#

Is there a way to comb through forks that doesn't involve click on all the copy pasta forks?

wild oxide
#

but still, relies on sdk2 vrc_panorama

#

if you need a clock just use DateTime.now in SDK3 Udon lol

hardy island
#

Just a world feature for now unless they add that to avs too?

wild oxide
#

yeah

hardy island
#

Im thinking about the future. With flying cars and everything... ha...

brisk junco
sharp pike
#

There's a few functions for helping with screenspace uvs

frank torrent
#

was sent over here from #3d-modeling
i'm trying to make a model of my slime girl, but uhh.. unity does this with the hair
i have no idea how shaders work, nor did i know i can just get new ones
could anyone help?

real shore
#

What shaders can I use on VRChat that makes my avatar look more Persona-like?

#

Like any Toon shaders?

crystal solar
#

There’s plenty more, but poiyomi is just the first that came to mind

tardy veldt
#

anybody got fallback transparent working for their shaders?
its not rlly working out for me I've read the vrchat and unity documentation on it.

velvet sorrel
astral plover
frank torrent
astral plover
#

But I'm not 100% sure if it can produce the effect you're looking for. You might want to check it out though

#

it is quite the capable shader

frank torrent
#

i'll try it

#

holy shit that is 100% exactly what i wanted

astral plover
frank torrent
#

tysm for telling me about it

astral plover
#

No Problem!

tropic tusk
#

I wonder if there's a shader out there that supports color, emissive ,roughness and metallic with cartoony outlines too

sharp pike
# tropic tusk I wonder if there's a shader out there that supports color, emissive ,roughness ...

Color, emission and outlines are common features of most big shaders people use with VRC. Silent's supports smoothness and metallic like standard shader: https://gitlab.com/s-ilent/SCSS
You would need to invert your roughness so it becomes smoothness. Then set the Specular Type to Standard, drop your metallic map into Specular Map and tick both Use as Metalness and Use Energy Conservation

Standard on the left, Silent's on the right

tropic tusk
#

sweet, thank you!

brittle plinth
#

I've got a shader that's used for both opaque/clipped and blended alpha, is there any way to fix the depth sorting issue without messing up how it renders over other transparent objects?

#

It's an Amplify surface shader that I'm tweaking the code for.

warm meadow
#

Here's a pretty simple question: What happens when trying to use the VRC mobile shaders on a PC avatar?

hardy dagger
#

nothing much. it just uploads the avatar with the mobile shaders onto the pc version

#

it shouldnt look any different

warm meadow
#

I mean, I thought mobile shaders simply wouldn't function when uploaded to PC.

#

Concidering the same applies to PC shaders on mobile.

hardy dagger
#

certain android shaders may not work on pc. but its more rare to find an android only shader than a pc only shader because most of the shaders that exist are made for pc and most limited mobile shaders are usually able to do both pc and android just fine

#

since most mobile shaders are not that complex

past pewter
#

Question, how can I make a shader/get one?

pastel canyon
long marlin
#

Anyone know where I could get a good wireframe-style shader with emission?

#

Making a vector style gun

dull tangle
frank torrent
#

i do not have money

#

so the transparent shader works for now ¯_(ツ)_/¯

slim raptor
#

I want to make this blender preview a real charictor :p

sweet ore
#

somewhat different

#

that one is more like outlines

#

drawing dashed lines in a shader is something that I've never actually tried 🤔

long marlin
#

Noted

tawny patrol
#

Anyone notice shader made in Shader Forge looking different in Unity vs in VRChat? I don't know why my avatar casts shadows in the editor but not in an actual world- same light and everything

#

I also noticed weird draw issues in VRChat only, like shadows on objects behind me always drawing on top, but only with Shader Forge shaders

past pewter
#

Example of what I require: Blended textures that have an edge fade. Additive/Multiply shader?

midnight tide
#

it looks like your file has separate objects with 3+ UV maps, while your example image is one object with the whole terrain sharing 1 UV map

pure raven
#

Quick question, is there a block of code that I could add (or an edit I could make to) to the Standard Lite shader that would disable back-face culling ?

brittle plinth
#

Near the start of the shader, around the #pragmas in the first pass, add a line that reads Cull Off

static warren
#

what shader pragma targets are supported on VRchat?

#

or is it entirely down to individual users' GPUs?

#

(and if so: are there any decent stats on what percentage of players support particular targets/DirectX versions?)

pure raven
#

Thanks Bios, I knew it was something simple, just didn’t know the specifics.

slim raptor
#

So i found this cool avi world in community labs where all the avis have ps 1 style shaders im really interested in getting these shaders the athstic is awsome anyone know where I could.

lean forge
sharp pike
#

That looks like a scrolling emission texture with an emission mask

#

I don't know which shaders have emission masks, they're not really needed unless you want the emission to scroll, poiyomi's probably has emissions masks though

lean forge
#

Who's poiyomi?

halcyon dove
#

A shader developer who makes a shader called "Poiyomi Toon Shader" a popular shader in VRChat.

lean forge
#

Well that really helped alot! and now the shadow squad exist in VRchat

sudden fox
#

so! ive seen this shader on some avatars that i really want to add to the one im making for a friend. its like a reflective golden one, mostly used on Egyptian style avatars. i need to make a section of the legs like that but silver, but i have no clue how

#

for reference, this is what im attempting to recreate. the upper thigh is the part im on right now, and i want it t be metallic and ot jsut a flat colour like the rest of the body.

brittle plinth
#

Are you looking for a metallic shader like these?

#

Or specifically the toon reflection lines effect?

sudden fox
#

this is what the model currently looks like. im not sure if something realistic would look good or not

brittle plinth
#

Exactly what’s in the drawing. Diagonal lines that makes the material look kind of shiny, without actually adding reflections.

trim heath
#

A gradient for that leg patch would do nicely, but you could take it a step further and apply a matcap shader with some smooth blues.

#

Should look nice on the tail and feet too.

sudden fox
trim heath
#

Literally select matcap shader and toss in a generic space / sky texture 🤣

#

Everyone does it it's the coolest dumbest shit

sudden fox
brittle plinth
#

You might need to set up separate material slots, since the metal and other parts are on the same mesh

trim heath
#

It's just a material type. It stands for Material Capture. It reads a texture based on the incoming surface direction.

sudden fox
#

😐

#

0 texturing/shaders experience

#

lmao

brittle plinth
#

You know those galaxy effects that some avatars have that look like they stay in place even when the avatar moves?

#

Those.

sudden fox
#

im a 3 year old child that just got a computer and is trying to learn substance painter before learning how to read

sudden fox
#

ahh i see

#

not sure if that would work or not

trim heath
#

Texture to camera direction. I'm not kidding lol

sudden fox
#

okay but how would i make it so the material is only in those sections? i dont know how to do that

#

wouldnt that require blender or something ?

brittle plinth
#

In Blender, you can assign materials to specific faces of the model. You could also make a material mask and use that with a shader that supports it, although that might be harder to do.

#

Oh, actually, material slots would require you to cut up the faces on the edges of the metal parts to make a clean edge between the two slots, so both methods have their issues.

sudden fox
#

is there a way to just make it shiny in substance painter?

trim heath
#

Materials are too application specific and don't carry between applications.

sudden fox
#

ah okay

trim heath
#

You setup all your materials in Unity, exporting just provides the slot which references what faces the material is used on.

sudden fox
#

hmm oaky

brittle plinth
#

If substance painter supports having multiple materials on a single mesh, the slots might carry over.

sudden fox
#

no idea if it does or not

#

well then

#

do you guys perhaps have any videos on how to do the things youre saying? i wouldnt even know what to look up

brittle plinth
#

And the matcap/metallic thing is just a matter of which shader you pick for the material in Blender.

sudden fox
#

been at this mfor hours, taking a break

long marlin
#

This is somewhat similar to my last question

#

But does anyone have that shader that switches to wireframe, then fades away?

#

I've seen some avatars with it lately

sudden fox
#

i know this isnt a shader question, but idk where else to ask. why is it that when i draw on a layer below the chest fluff, it draws ON the chest fluff too? i need the fluff to be a different colour from whats under it

sudden fox
#

SYMMETRY

#

AAAAAA

#

nvm

#

still an issue lmao

midnight tide
# sudden fox still an issue lmao

your UV map might have mesh layered on top of other mesh.
so check that none of the islands in the UV map overlap.

other possibility; the mode used on the brush might be going where you don't want it to
adjust the 'alignment' pulldown menu to something else (tangent wrap is default, if that doesn't work, try UV)

azure pike
#

Just updated to the most recent poiyomi and with the whole re-organization of the shader im unable to find where to make it a cut-out, anybody know how to do this?

light urchin
slim raptor
muted osprey
#

I've heard several times of the elusive "no pass shader", but no leads googling around for how to make one without it rendering as a bright pink broken shader. Anyone know how to build one? Specifically a shader that just makes no draw calls, doesn't render anything

hasty raven
#

I'm looking for a shader that is similar to the Toony Colors Pro 2, does anyone have anything like that?

slim raptor
#

I need some shaders i can use when makeing quest compatablity..VRchat devs give you the worst shaders ever for that..im super lmited to what I can do for quest compatable avis need more options

little cape
#

You can't use shaders other than those provided in VRCSDK on Quest avatars for performance reasons.

velvet sorrel
brittle plinth
muted osprey
#

Not too hard to think of a use case: one of 5 materials on a skinned mesh dissolves to alpha. Swapping that material to a "no pass shader" would ensure only 4 materials are rendered. The alternative is a separate skinned mesh.

vital lichen
#

Is anyone really familiar with amplify that has a moment to help me? I'm trying to convert a unity default shader graph built shader to amplify, but I'm having trouble passing a world position into something similar to tiling and offset as amplifys version can only have "tex" fed into it, and not UV

vital lichen
#

Or does anyone know any one more competent with amplify that you know wouldn't mind me asking them a question or two. I'm familiar with shader work in unreal, but not in unity or amplify.

brittle plinth
tropic tusk
#

you guys got a nice way to test the shaders of your avatars in unity?

#

id love to test it in some environement

#

something to reflect

brittle plinth
#

Best bet is to set up a small scene in your avatar project and switch over to scene lighting.

tropic tusk
#

yeah and i forgot to turn on lighting and click generate lighting in the lighting settings ah

#

my boy looks great ;v;

#

btw anyone would know a shader with transparency and rim light effect? (also with specular)

#

maybe i can frankenstein a shader code together but im not sure i can really do that

hardy dagger
#

i think rero has rim light but i can’t remember. poi does but im not shre if you need the pro or if you can do the same with poi toon

sharp pike
# muted osprey I've heard several times of the elusive "no pass shader", but no leads googling ...

I'd been having the same struggle trying to get a shader better than one with a single pass that does basically nothing, but I managed to make this after seeing your message:
It has no draw calls whatsoever when I look in the frame debugger in unity and falls back to a cutout shader when shaders are disabled. Annoyingly, I have discovered that VRC's cutout fallback casts and receives shadows for entirely cut-out parts lol. So I guess I'll try and get it to fall back to a transparent shader instead, but I already wasted over an hour trying to get the fallback shader to work properly, so maybe another time, this should do for now.

// Name must contain ToonCutout, just Cutout is not enough for the fallback to work
Shader "Em/NoPass_ToonCutoutFallback" {
    Properties {
      // _Color property must be present for the fallback to work, it's value is irrelevant
      [HideInInspector] _Color ("Fallback Color", Color) = (0,0,0,0)
      // Above 1 to ensure it's always cutout
      _Cutoff("Fallback Alpha Cutoff (ensure above 1)", Range(2.0, 3.0)) = 2
    }

    SubShader {
        Tags {"IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"}
        Pass {
            Tags {"LightMode" = "ShadowCaster"}
        }
    }
}
hasty raven
#

where's rero's shader?

past pewter
hasty raven
#

thanks

knotty rivet
#

How do I get poiyomi's distance fade to work?

#

I want a ghost to vanish at distance.

hasty raven
#

Got any tips? I'm trying to make the blue parts transparent but it acts weird when I do it

#

It clips weirdly for some reason

vital lichen
#

I'm a big dumb dumb and was making a shader in a shader graph in hdrp in 2019, can I then use that shader in 3d in 2018? I assume not, but I thought I would ask. I was trying to get shader graph to work in 2018, but I couldn't get it to work, and so I don't know if it was even available in that version of unity, or I just imported it incorrectly.

brittle plinth
#

Unity's internal shader graph is a completely different pipeline, it's not compatible with older versions and doesn't work in VRChat.

rocky moat
brittle plinth
#

It includes Amplify stuff, so the shaders are probably ShaderLab. Should be compatible.

rocky moat
#

ok thanks

heady tiger
#

Is there a VRchat compatible shader for adding outlines to a character?

hasty raven
#

Let me guess, is it because of my Ultimate armor X port?

astral plover
heady tiger
astral plover
#

And the shader itself has a lot of tutorial videos linked directly in the material settings section. So if you are confused about what each section does, you can watch a video made by him that explains that feature

#

Super useful

heady tiger
#

I'm not sure which shader I'm looking for in the package

astral plover
#

Poiyomi toon

#

Select it in the material settings once you have the package imported

heady tiger
#

I've got that much, I mean one specific for outlines. I'll hit up the poiyomi discord though

astral plover
#

Make sure you have the custom tab selected, so that all the features are shown

heady tiger
#

Oh, wow I'm blind. Found it

astral plover
#

Hella

sudden fox
#

question, is there a shader that makes a vhs glitch type effect?

uneven loom
#

so far all of my Googling on that has shown post-processing effects not something you could put on an avatar

sudden fox
safe geyser
#

Pardon my ignorance, but where in a unity shader (if at all) am I supposed to plug these "bump" files with light blue backgrounds that often come with various models? Normals?

little cape
#

yes normal map

safe geyser
#

It wasn't looking good but I tried another mesh and it does so it must have to do with the unity scene lighting

#

Thanks

safe geyser
#

I'm having some issues with the poyomi toon shader. A popup panel with something about preset management appeared in the top right corner of the unity window above the inspector and it's not going away. Even after restarting unity there's still a grey rectangle there covering a part of the interface. There are a bunch of errors in the console about thryeditor. Updating the shader didn't help either. Any idea how I can fix this?

trim heath
#

Try deleting the material and starting it from scratch? May just be corrupted.

safe geyser
#

The SDK panel disappeared. There's still an SDK menu, but the only thing there is clear cache. The avatar descriptor is still there but it looks different from how it did. Attempting to reimport the SDK it just says all files are already in the project...

#

At least the irremovable panel disappeared

noble sonnet
#

Dont just import the package while the SDK folder is there.

#

delete the folder and then import the package

safe geyser
#

Is that safe? Won't I lose my SDK-related settings?

#

Well, I did it anyway. After reimporting, I still only have clear cache. Restarting doesn't help either

#

What the fuck

#

I'm going to try to delete poyomi entirely and restart

#

Didn't even have to restart. After deleting poyomi the sdk is back 😐

#

There was an error about lock inspector or something like that in the console, in case it matters to someone involved in this shader

light urchin
safe geyser
#

Is the log saved somewhere?

#

No, I don't think so. Sorry

#

I wasn't quite sure what was going on and since multiple restarts were involved and the error was mixed with a bunch of warnings I don't have the errors anymore.

light urchin
#

If something is stopping unity from compiling it won't disappear from the console until the problem is resolved

#

All you need to do is press clear on it once to narrow it down to currently existing errors

noble sonnet
safe geyser
#

1, unfortunately that is no longer the case after I deleted the poyomi shader from the project, as I explained above. So I was only quoting from memory

light urchin
#

Well yes, I was telling you for the future

safe geyser
#

Got it, thanks

safe geyser
#

Anyone here experienced with silent's anisotropic hair shader? I'm trying unsuccessfully to make the result a little duller, but otherwise the same

#

It's reflecting more light, under bright conditions, than I'd like it to, in VRChat

#

It's difficult to test because I don't observe this effect in the scene preview/emulator

safe geyser
#

Lowering 'tint' seems to help

fervent orchid
#

when people put gifs on their avatars, I assume it's a shader, anyone knows which one?

long marlin
#

Can anyone send me over to some good weapon shaders/particles?

#

I'd love to get a shotgun or flamethrower

dapper breach
#

Hey can i get some help? the Poiyomi shader suddenly decided it didn;t exist anymore in the project and deleted itself. IS there a way to reimport the shader?

lofty dragon
#

Does anyone know of a shader that flattens a model from another person's perspective?

restive badge
# lofty dragon Does anyone know of a shader that flattens a model from another person's perspec...

Are you trying to flatten your own avatar? Do you want only other people to see it flattened but not yourself? Are you trying to flatten someone else's avatar? If you're just trying to flatten your own model you can just scale the whole avatar in an animation. If you're trying to scale someone else's avatar, or scale your own but only for others and not yourself, well, I have no idea if that's possible.

lofty dragon
#

I'll DM you in case other people want to ask stuff

elfin sky
#

I'm trying to find a shader that looks like this, any suggestions for where I should look, or would I be better off trying to make it from scratch myself?

brittle plinth
#

Probably need to make it yourself.

spiral flicker
#

does anyone know the name of the shader which allows for infinity textures? So you look at the clothes and it just goes on forever like a skybox?

#

Using it for a bingus avatar

queen trellis
spiral flicker
#

I want it like this. Of course changing the texture to bingus. So when you move your head, the picture moves inside.

#

nsfw ^^

#

I've used poiyomi for a long time and I haven't been able to get that result unless I missed something

spiral flicker
#

thank you

#

nvm, found if i use the vrchat -> panophere shader it works

barren escarp
#

Anyone know where I can find an aura shader - outline ?

past pewter
#

Hey are there any particles shaders that will work for quest

safe geyser
#

Can you animate specular lighting off in a material?

tough ore
#

I'm working on a world which has some planes that I had planned to each have their own skybox materials, I don't think this is possible with the skybox shader.

The idea is different windows show a different skybox, can someone point me in the right direction to accomplish this? I don't need the lighting or anything else from them I just wanted to create some different views across a set of objects.

trim heath
#

Is there a shader that does this sort of effect?

#

I think it could look really cool if each silhouette copy was a solid color.

#

Maybe even random 0v0

#

I know how to program it using an accumulation buffer, but don't know if any shaders exist for it yet...

safe geyser
#

Let me explain my problem here. I'm trying to set the base _Color field of the silent anisotropic hair shader using an animation but the result it yields is completely different from what I get if I set it manually, or in other words, I can't animate it back to default

#

It's much darker

#

What might be causing that?

#

The desired color is exactly #59554A, nice and simple

#

Animated

safe geyser
#

The mere presence of these animations in the layer is enough to mess up the meshes, even if they are not connected to anything or the layer weight is set to 0

#

I mean to mess up the shading

#

Could this be related to gamma correction?

#

I think if the project in gamma mode it's always the incorrect, darker shade, and it exports with the darker shade too

lucid fog
#

how do i make shiny materials like this

safe geyser
#

Hard to tell how shiny they are from a static image

#

Regarding the gamma difference problem, my videogame developer brother suggested applying gamma conversion in the shader, but that makes me wonder if there's any way for the shader to tell if the color is being provided from linear or gamma mode

#

If I just convert it every time then it will break the field when used with default (not subject to animation) values only

#

This is a question by the way. Is there a way to tell?

lofty dragon
#

PBR stuff

hollow dome
#

it truly looks like a demon and im wondering if thats actually what other users see

safe geyser
#

Not necessarily

#

Shaders can have a fallback set and vrchat also makes some informed guesses from the name of the shader or its parameters, it's in the documentation

#

It can use more than the standard shader even if the user is blocking custom shaders based on trust (someone correct me if I'm wrong)

#

Still trying to resolve Unity gremlins eating my colors

safe geyser
#

Alright shaderpeople, I have the solution for my mysterious darkening problem and I'm going to explain it for the next victim in case they search the channel

#

If your shader's color property is marked HDR, its color channels can go beyond 0-1 but if you animate RGBA they're clamped back to 0-1

#

You have to animate XYZW

#

Probably obvious to some if you already know about this stuff, which I don't

elfin sky
#

is there an explanation for what the 3rd and 4th numbers in a vertex position are exactly? I found out the first two are X and Y positions, but I can't find anything about this online

fast crow
#

Any shader for Rain?

hearty island
#

in vroid, you adjust the texture so that it's inside the guide grid

lofty dragon
#

Would anyone here be able to help me smash 2 existing shaders together? I need the properties from both shaders to be in one single shader and I've made a mess of it trying on my own.

fading latch
#

it isnt abt shaders

alpine wasp
#

hey, im looking for a pulsating/chasing emission shader, anyone know where I can find one?

indigo echo
#

anyone know why this material (poiyomi shader) is showing up in unity but not in vrchat? culling is off, doesnt display in mirror or normal view. but i can see it fine in unity

indigo echo
sharp pike
crude lion
#

anyone know of a shader that tracks other ppl ,for example as one ive seen years ago where it looked like an avatars head was turning to face you all the time

tired token
midnight tide
brittle plinth
#

No? Eyes don't track other people.

honest stump
#

I'm looking for a way to make a material dissolve based on the distance you are from the avatar, is that possible?

little cape
#

Poiyomi shader has this function.

past pewter
#

With this 3 shaders u can do all kind of screen fx

bleak lantern
#

does anyone know how to get a 1 way mirror to work with poiyomi or some other shader? made a wall to hide an interior room but it hides both ways

shadow scroll
nimble beacon
#

Any recommendations for shaders that work for less cartoony avatars? I find my avatar looses detail from the normal maps when using toon shaders, but the normal unity shaders cause it to be way to dark in low lighting.

ancient acorn
#

Is there a shader that would make something invisible to everyone but the one holding the object?

#

Asking for a friend.

sharp pike
#

If this is an object on an avatar, not an object in a world, with shaders you're probably limited to something like making it disappear when it's too far away. But with animations on your avatar you can use the isLocal parameter to enable/disable something only for you.

brisk gull
#

@nimble beacon change lighting type in Poiyomi, it shows normal map qualities then.

ancient acorn
#

@sharp pike, it's an object attached to the avatar my friend wants only visible to them, using a standard toggle animation to pull it out.

sharp pike
# ancient acorn <@!109032924476649472>, it's an object attached to the avatar my friend wants on...

Then in transition that enables the object, as well as the existing condition that <your toggle parameter> = true, add a second condition of IsLocal = true. The transition will only happen when both conditions are met, so the transition will only occur for the person using the avatar so the object will only become enabled for them.
If the FX animator isn't already using the IsLocal parameter, you'll have to add it to the animator, VRChat will control its value when in the game. IsLocal is especially useful for things like preventing other users from seeing seeing your custom HUD shader when they get close to your head.
If you need more help with the animations for avatars 3.0, I suggest you head over to #avatar-help

ancient acorn
#

Mmm. That's a problem. You shouldn't be assuming everyone uses 3.0 nowadays.
Myself and my friend still use 2.0 (for its simplicity).
That's why he's asking for a shader (why I'm asking in this channel, that doesn't say 'sdk3-shaders'). A friend of mine says someone they knew had such a shader (for 2.0).

#

I was hoping someone who knew someone with said shader, could help my friend. Sadly that doesn't seem to be the case.

sharp pike
#

Avatar 2.0 doesn't have any such 'standard toggle animations' hence my response. You're stuck with holding down gestures or using a mess of prefabs with separate animators.

keen tusk
#

anyone knows which shader that hair is?

keen tusk
glass torrent
#

Is there any shader that allows an object to make whatever it touches see-through? I've got a vending machine prop with an opaque glass-window (one material, can't apply a transparent shader to the opaque plane alone without touching the entire model in Blender first). I'd like to use the orange-outlined 'replacement window' to hide the opaque grey plane to see the contents of the vending machine. Somewhat new to Unity, I apologize if this is a silly question.

safe geyser
#

I think you need to put the shader on the grey plane's material

#

Or, well, maybe not, if it's just for a specific case

sharp pike
#

You could change the vending machine's material to cutout instead of opaque and then make the part of texture where the opaque glass-window is transparent. That would 'cutout' the opaque glass-window

safe geyser
#

It does seem like the easiest way

dawn holly
#

Good day everyone, anyone knows a good shader for videogame avatars?
Specifically for models of Resident evil 4

safe geyser
#

I could probably use some advice right now

#

I'm trying to make a mesh display a transparent png

#

But no matter what I do, the mesh either displays the full png or is fully transparent, which is baffling

#

The same shader is successfully used to display a transparent png elsewhere in the model

#

These are the settings I'm using on both meshes, the one that works and the one that doesn't

#

I've double checked the images and they are similar in composition (merely contain different things)

#

The meshes behind both of them are in position 2450 and not transparent, and render properly

#

The only way to make the mesh that doesn't render visible is to set cutout to exactly 0, in which case the image fills the whole mesh (no transparency whatsoever)

#

The import settings for both images are exactly the same

#

I just don't get it

sharp pike
#

What happens if you use the material that is working correctly and use it on both meshes (or the material that isn't working)? What happens if you swap around the materials between the two meshes? The answers to these questions may help to pinpoint where the issue lies.

#

You could also try taking the material that isn't working and changing its texture to the same as the one in the material that is working. Try to find out if it's the texture, the material, the shader or something else that is causing your unexpected result.

safe geyser
#

Oh, I did. I think the mesh that works always works and the mesh that doesn't never does

#

I'm thinking instead of doing this I'll modify the shader to take the transparent texture and use it where needed

sharp pike
#

There's one thing that comes to mind and that's that your shader is both on the Transparent queue and is alpha tested (cutout). Cutout shaders normally would write to the Z buffer, which you normally don't want when you're at the Transparent queue.

safe geyser
#

I tried fiddling with that though - whether I'm writing to the z buffer or not - and it didn't change the result 😦

#

I was assuming it was UV shenanigans or something

dawn holly
#

So, any good shaders? or should i just apply a toon shader on a semi-realistic model?

sharp pike
#

Typically models in video games will use a variety of different textures for different things, like how you might have textures for Albedo, Metallic/Smoothness, Occlusion and a Normal Map for a unity game using the standard shader. What textures you have and which of them you intend to use will be what limits your options for shaders.

safe geyser
#

Not much luck modifying the shader so far. I don't seem to be able to read useful data from the sampler containing the (mostly transparent) texture I want to use as a reference, which is the same one I mention above that wasn't rendering transparently

#

The image previews well in the unity IDE and has the same size as the main texture, but if I try to plug the data I get from it into the shader output I get a uniform color if the texture was imported in clamp mode or a bunch of parallel lines if it was imported in repeat mode. Any ideas? I'm very baffled

#

Nevermind, I repeated the same steps and got a different result, so I must have done something wrong here. I can see the mask projected into the surface now, so no texture-related issues

cloud steppe
#

Hey I am wondering how you make this effect

sharp pike
#

Looks like Rollthered's fire shader

#

The glowing outline around the bottom text might be something else though

hardy dagger
#

i think thats just the use highlight

left orbit
#

Has anybody ever gotten or used a shader that refracts light for crystals?

vale hare
#

I feel like this belongs here due to these being maps used for specific shader tricks-
If i have in addition to albedo and normals, maps labeled "atoc" and "maskm," what might those be for? anything with the atoc designation, is bright, almost white, with yellow parts, while the maskm is pinkish with purple bits.

lofty saddle
#

so when i go in game my avatar is completely black but in unity it seems fine

brisk gull
#

ATOC = Alpha to Coverage
maskm = Metal mask probably? (Could be doubled as metal and roughness mask)
@vale hare

sinful stag
#

from the googling I've been doing in the past five minutes these answers seem likely ^

velvet sorrel
potent talon
#

Pyomi had sparkle feature that I forgot about, so I’m obviously going with the right choice here

haughty adder
#

but then it looks like this in vrchat itself

undone portal
#

Hello, new guy here, I was wondering if there's a shader where you can see your avatar's eyes thru hair? Thanks.

potent talon
#

Does anyone have a shader that makes multiple copy’s of a model?

willow wasp
haughty adder
sharp pike
haughty adder
#

but i dont get why it works and looks fine in unity if i go into play mode?

sharp pike
#

Because you have dynamic lights in unity

haughty adder
#

all my lights are set to baked

#

im pretty sure this shader even works in a scene with no lights cause if i understand it it will simulate its own light direction and draw the planet accordingly.

haughty adder
sharp pike
#

And you put light probes in your unity scene and generated the lighting in the Lighting tab? Without doing so, setting lights to 'baked' will leave them acting as realtime lights.

haughty adder
#

yes light probes are in my scene and they are baked

#

but again, im pretty sure this shader isnt effected by the normal lighting system

#

the shader uses a script where you can set an object as the "light source" can be anything even an empty object, and then its position will simulate how a planet will look with light coming from that direction. Even with this script removed the shader works in play mode, it justs assumes a default position for a "light source"

sharp pike
#

Just in-case, you did enable scene lighting?

haughty adder
#

yeah, it looks the same either way

#

in play mode and in the scene, in unity it always looks correct

sharp pike
#

The rings looking white instead of black has me thinking it could be something else. Does the shader need the camera to have a depth texture perhaps?

haughty adder
#

i have no clue, ive never really worked with shaders before this. how would i check?

sharp pike
#

Have you tested the shader in vrchat in a world that has a dynamic directional light and one with a dynamic directional light with shadows enabled, since shadows enabled forces the depth texture to be enabled?

haughty adder
#

just making sure with dynamic you mean realtime right? and no i have not. im currently not at my home pc so i sadly cant try it just yet.

sharp pike
#

Yes, I mean realtime, specifically directional realtime

haughty adder
#

alright, yeah i havent tried setting up a seperate world yet

#

my current world does not have a directional light at all

sharp pike
#

Quite a few worlds have settings where you can enable a realtime light, though I don't know many off the top of my head that have a realtime light with shadows. Both testing conditions will hopefully give an idea of where the issue lies. While pretty rare, worlds with depth-of-field enabled also enable the depth texture.

#

You can forcefully enable depth by putting a realtime directional light with shadows on your avatar

Directional Light
Mode: Realtime
Intensity: 0.01
Shadow Type: Hard Shadows
Culling Mask: UiMenu (very important!)

haughty adder
#

wait on my avatar? or can i just place one in the world?

#

anyway, ill try that as soon as im back home. Would it be okay for me to reach out to you on discord once i try that?

sharp pike
#

If you want a planet on your avatar then on the avatar, otherwise in your world. People who use shaders on their avatars that use the depth texture will add the light so that the shader works in every world. And sure.

haughty adder
#

yeah its for my spaceship hangout world. and thank you for helping, i really appreciate it 🙂

potent talon
#

this shader is so good

willow wasp
#

What is it?

bleak lantern
#

anyone know how to create a 1 way shader so that a sphere would be invisible unless i stick my head inside it without stencil? messed around with cull settings in poiyomi but it only gives me the opposite of what I want

sharp pike
#

It would only work with a sphere, but I guess you could cull front faces and additionally not render anything until the distance between the centre of the sphere and the player's camera is less than the radius of the sphere, i.e., your head is in the sphere

trail pendant
sharp pike
#

I doubt it, the one used in the Great Pug is very simple. I've seen people use edits of the one by Minions Art and it's generally a good starting point for someone trying to make their own, you just don't get to do the wobble part since that uses a script https://www.patreon.com/posts/quick-game-art-18245226

tropic halo
#

so i'm trying to use silent glass shader for the lenses here. i apply it and it's just white. i tried messing with the settings, how do i make it look like glass?

tropic halo
proven sun
#

I’m writing a particle shader where I fade the color between two colors based on camera depth. Is there a way to set the fade length so that it starts at the closest and ends at the furthest particle/vertex currently rendered on screen so that no matter how close all of them are as long as you have multiple on screen with different depth they would have different colors

ancient bear
#

I love u

velvet sorrel
indigo frigate
#

I've been fumbling my way through adding stencil testing and messing with ZTest/ZWrite on some shaders for a spring joint and I've run into an in-game only issue that I can't wrap my head around. The ball itself is a multi FX shader with distort/neon + sphere wireframe, then the trail is a simpler neon only shader + wireframe shader. I want the trail to not appear where the ball is being rendered because it looks nicer, so I've set up the stencil testing to accomplish that. In unity it looks perfect no matter the angle, in game it seems to sort of glitch back and forth between rendering and not rendering the trail inside the ball. Image is unity, video is in game

#

I have pretty much no shader experience save for simple edits I've done here and there, so I've just been kind of googling my way through this and I'm hoping someone with shader experience might know what could be causing this

tropic halo
indigo frigate
# proven sun Check render queues

That was my first thought too but they all seem correct. Render queues are all different and the ones reading from the stencil buffer are after the ones writing to it

past pewter
hard sage
#

I've been trying to find a solution for a water shader. Is there a solution that others here have used successfully? I'm currently trying to get the Lux Water shader to work, but I'm getting frustrated. Tips on how to use that shader are welcome as well.

hardy dagger
#

@hard sage ive not used lux but may i ask what youre having issues with for that shader?

hard sage
#

@hardy dagger With the lux shader, when I apply the shader/material, it appears to be present, but it is completely transparent.

rich plover
#

does anyone know how to calculate in a shader IPD/FOV consistently across avatar heights/vr headsets for the sake of screenspace texture with depth/stereo so its just not on your face

sharp pike
#

I found and used an FOV calculation a while ago, but it had minor fluctuations in value at runtime so it wasn't viable for what I wanted to use it for. I don't remember where I found it, but there are a few in the google search results: https://answers.unity.com/questions/770838/how-can-i-extract-the-fov-information-from-the-pro.html https://www.gamedev.net/forums/topic/609769-derive-fov-from-projection-matrix-how/

lofty saddle
#

how can i make this render in front of my avatar

hardy dagger
#

@hard sage does it use sound? is there a way to change its alpha values in anyway?

#

sound = noise maps. and what i mean is how grainy it is

#

@lofty saddle can you elab?

#

like renderqueue style render?

lofty saddle
#

yeah renderqueue

hardy dagger
#

may need to use a different shader. unless it is actually a particle

lofty saddle
#

yeah its supposed to be a particle

hardy dagger
#

hmm. im not sure then sorry

zinc orbit
#

Don't know if this should go here, but I'm trying to get the shading of the model to at least vaguely resemble the art that goes with him in game, accounting for the fact that the colors for the model are different from the art. Is this... good enough?

past pewter
#

I think it looks very similar so far definitely

zinc orbit
#

alright! i'll upload now, then

remote valve
#

I think this is a shader question.

#

If I wanted to make one of these arms see through

#

would it require my to make that arm its own seperate object. From what I can tell in unity shaders apply to the entire mesh.

brittle plinth
#

@remote valve

#

And then in Unity you apply the materials through the asset's import settings, not by dragging them onto it.

remote valve
#

Thank you.

brittle plinth
#

Np

robust zodiac
#

hello I have a question how can I erase the worlds I download and the characters ?

remote valve
#

Okay I know I said thank you earlier as if I understood

#

I actually don't understand the response I got at all in the slightest.

sharp pike
#

In blender, each mesh can have multiple materials, each material in blender will become a material slot in unity. The first picture shows how to add a material to the mesh. In edit mode, you can then select faces and assign them to a particular material, which is what the second picture shows. The last part about applying materials in unity through the import settings you can ignore. Dragging your unity materials onto the mesh in unity is fine too.

remote valve
#

Ah. Now I really do understand.

sharp pike
#

So in blender, you would add a new material for the see-through arm, then go into edit mode, select all the faces of the arm and assign them to the new material you created. It doesn't matter if the arm doesn't look see-through in blender.

#

Then put your unity materials onto the mesh in unity in whichever way you prefer

remote valve
#

Yeah its coming together now. I should be able to do what I'm thinking of.

harsh jungle
#

So idk if this counts as a shader question but I’m trying to make a moving texture does anyone know how to do that

#

Dm or reply with answer please

velvet raven
#

Is there a standard roughness shader for unity?

sharp pike
#

That might've been the one that got renamed in Unity 2018 to Autodesk Interactive

azure pike
#

Anybody know of a shader that would function similar to the cancerspace shader (bascially one that allows me to basically run an overlay over the camera), but does not show through walls, and preferably is only seen from within the mesh it's placed in (ie. is affected by culling)?

sharp pike
#

The cancerspace shader exposes ZTest in its shader properties, is it not shown in the shader's gui? You want LEqual for 'normal' rendering of only rendering when there's nothing in front of it.

stiff oak
#

Anyone know where I can get the doctrina fur shader, The website link is broken on youtube, and I can't find it anywhere else.

sharp pike
#

I have a feeling the shader may not work quite as you expect, it's more of a 'foliage blowing in the wind' shader than it is a fur shader

stiff oak
#

ty sm!

feral coral
#

I wanted to ask, is there a way to make part of an object semi transparent or does it have to be a separate material? I have an alpha channel on the clear part but seem like I can only have it opaque or transparent with the cutoff and I don't see an other way.

fringe sand
#

Anyone know of a good shader for use in worlds that allow for an animated texture scrolling effect and use emission for use with signs?

velvet sorrel
fringe sand
#

Worked out perfectly. Thanks.

golden mesa
#

yoooo anyone got a good resource for the PS1 style shader that a lot of folks use? can't find anything that works with the 2018 unity engine

#

@brittle rose I know you wrote a really nice one, but it only seems to be available for unity 2020 . is there any chance you've got an older one or..?

gloomy socket
#

Does anyone know if there's a way you can send an objects transformation matrix to a shader? Which, is to say--a transformation matrix of an object that isn't the one being rendered.

#

Unity performing skeletal transformations before the vertex shader executes brings me no end of pain.

past pewter
#

anyone know of a shader that gives an LCD screen look? so when you get up close you can see the RGB pixels?

lofty dragon
#

There's a TV shader on here

#

It's a CRT shader but I'm sure you can disable the vignette

jovial urchin
#

What is the use case for having a shader set to not batch. For example, a basic shader for world objects that are duplicated in a scene (think rocks and trees). It seems this really should be batched but I don’t really understand what disabling it may inadvertently cause

sharp pike
#

Do you mean GPU instancing? That's a different thing from batching.

azure pike
#

Anybody know of a shader that functions as the attached image? Ie. I want to use a shader that only shows certain stuff when looking through one side of the mesh the shader is applied to, akin to looking through a portal; any ideas of shaders that would work for this?

stiff berry
#

@azure pike Stencils

azure pike
#

Alright, I'll look into it; thanks

stiff berry
azure pike
#

Aye, I remember the portal shader; I've considered trying that though I wanted to check for an alternative that may work better/easier before throwing any real attempt at it

raven harbor
#

hello

lofty saddle
#

im having a problem where most shaders dont work on my avatar and they just show up as just black when there is no light

#

The only ones I know that work are the ones that always have lighting which causes me to stand out like a soar thumb

sharp pike
#

Quite a few shaders you find on the web only support realtime lights, you won't be able to use them properly on an avatar because a lot of worlds don't have any realtime lights.

rapid granite
#

Anyone have tips for best Quest compatible shader for VRChat? Toon lit looks dark in some worlds / solid black. I saw some one that had a toon like shader and I could see it in those same worlds?

spice zealot
#

Heyy does anyone have a white color with a black outline i can use for unity models, if you do can you DM me it plz

woven tartan
#

m'really confused, when i swap out a constant that i can modify in source code to a shader property, the shader property doesn't seem to work properly?

in properties: _SourceRadius("Source Radius", Range(0.0, 2.0)) = 1
declaration: float _SourceRadius;
usage: Out.sourcePos.xyz = Out.sourcePos.xyz + normalize(cross(cross(sourceNormal.xyz, -h.xyz), sourceNormal.xyz)) * _SourceRadius;

#

(the goal here is to project the vector h onto the plane defined by sourcePos and sourceNormal, then move the point sourcePos _SourceRadius units along that projected vector.)

#

if i swap out _SourceRadius for a constant 0, 0.1, 1, or whatever, it seems to work properly, but with _SourceRadius present it just seems to hold a single, unchanging value regardless of how i mess with the slider in unity.

chrome urchin
#

Does anyone know what shader is being used for this shiny necklace?

tired cliff
#

Probably the standard shader, you can pull off some decent looking fake PBR with it like that.

solid cobalt
#

soooo im trying to make a shader i found have culling off and when i change it it just makes the inside of the mesh white anyone know what might be going on?
i can send picks of the code

#

ok better way of saying that i turned backface culling off and instead of the texture mirrored it just shows up white

chrome urchin
arctic oar
broken remnant
#

i've been trying to look at as many different vtubers as possible for reference, but I've been wondering if anybody knows if lighting is produced by vtuber programs to get shadows, or if that kind of thing needs to be built into the texture/made into a shader?

tired cliff
#

Not something you can put on an avatar directly.

elder bear
#

I'm trying do do a diamond shader for a ring. Do anyone know a great script I can pasta.

chrome urchin
elder bear
#

I have been trying like crazy to get refraction standard shader to work

lofty dragon
uneven loom
#

probably not terribly big unless it's a ring for a giant

lofty dragon
#

Yeah, unless the diamond is huge I wouldn't look for a shader

#

waste of a material slot really

uneven loom
#

yeah you could probably just paint a high shininess on your PBR Maps

elder bear
#

Ok its gonna be small,

tired token
#

👀

arctic oar
#

Probably emissive rim light plus emission map on texture.

past pewter
past pewter
#

what shader can do this?

elder bear
#

Standard shader prolly

bold flower
#

anyone know what shaders they use for the eyes?

past pewter
elder bear
#

@past pewter The effect is prolly using the standard shader but using bloom post processing. Idk im not an expert but i now it is showing a red emmission with some bloom

elder bear
#

if its the whole scene being wrecked idk is above my head.

fierce vine
# elder bear if its the whole scene being wrecked idk is above my head.

That's what it looks like to me: a full-screen effect. Also beyond my knowledge; I grossly detest full-screen effect shaders because so many people misuse and abuse them, and many of them make me physically ill and want to throw up. So I avoid them like the plague and always advise against using them.

past pewter
#

I’m not planning on using some insane shit

#

It’s a screen space shader I just don’t know which 1

static frigate
#

Anyone know why my metalic makes the piece not react to lighting well ? just seems very very dark rather than shiny

#

yeah im using rero for the culling options but still seems messed up for me

#

no not the culling, the metalics

past pewter
fierce vine
#

What's wrong with Unity standard? It's a PBR shader, the metallics are pretty accurate. That's kinda the point of a PBR shader, is to provide Physically Based Rendering.

#

Metallic surfaces are more reflective. They reflect light/the environment. If there's no light or environment, or if the light/environment is very dark, it's going to appear dark.

#

If this isn't the behavior you want, then perhaps PBR isn't what you should be using.

gloomy isle
#

so I have a thing I wanna do with shaders but idk how

#

the stuff in solid red I want to render as though there is nothing there, the black parts from the outside I want to render as though there is nothing there, and the view from inside is fine

#

so basically I am trying to find a way to hide things inside an area from the outside

#

without disrupting the surrounding area

past pewter
#

shaders does not work on quest

past pewter
#

is there a shader in unity that allows matcap and emission

dusky fable
#

Like in unity by default or Any

#

I personally use poiyomi for My matcaps

lofty dragon
lime parrot
#

Friendly tip

tired token
#

It's not mine, it's a screenshot of someone else's that they deleted. 😂

lime parrot
#

Ahhhhhh

#

Already deleted

left orbit
#

Thanks to Google, I think I’ve officially found the water shader Genshin used. I very much am striving for Genshin (and therefore BOTW)‘s stylized shader style for my world, so this is going to be a must have!

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I’ve confirmed it’s not intended for Scriptable Render Pipelines, and it says it comes with both a PC and Mobile version, which will be great for us

rugged solstice
past pewter
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Idk

tired token
# left orbit Thanks to Google, I think I’ve officially found the water shader Genshin used. I...

Chances are it's custom made.
Here's someone recreating it: https://qiita.com/uynet/items/f8b087d47f5cf316eb7e

Qiita

BGMが良いと話題になってた原神を最近やってみたのですが、グラフィックすごい感動したので作りたくなった

これがスタート地点の海なんですが、もうすごい
海、メチャクチャ良いな~となって、海のシェーダを書いてみました。
できたものがこ...

left orbit
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👀 so I don't even need to buy it oof

tired token
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It's a little scripted but that's ok :P

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oh nvm, lightPos isn't used xd

prime pebble
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what is a good shader to start with

fierce vine
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For what purpose lol

prime pebble
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no clue

fierce vine
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... ??? Water? Sky? Trees? Avatars? Robots? What? lol

prime pebble
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avatars i guess

fierce vine
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What style? Realistic? Toon shading?

prime pebble
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realistic

fierce vine
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Standard works fine

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Poiyomi's has good PBR as well

prime pebble
fierce vine
shut robin
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I need that shader that everyone uses for their "PS1" models

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Or anything that can imitate it

fierce vine
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Import the unity package

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I'd recommend against using poiyomi if you don't even know the basics of Unity, tbh. It's complicated.

prime pebble
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alr

cosmic fable
shut robin
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@cosmic fable Okay, thanks

lime parrot
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Question, can you throw pre-existing shaders at unity and your project look and perform well? Or do you need to know hlsl? And I'm not just talking "good" in terms of vrc.