#shaders
2 messages · Page 22 of 1
If you max it more, the shiny Metalic things will disapeared
@static frigate may i know your Blender version?
2.90.0 in the bottom right
I hope it will fix the problems, you can also download Blender free on steam, and also its auto update
Seperate the save files from blender folders
Idk if its will work
I have the 2.91 save files and its still working
how do i seperate save files?
Just save it in different folders
alright
@rustic lodge yeah the new version still has the same issue
if i hide the pants the enitre model is hidden
i dont know why
cuz all the pieces are seperate models
maybe the model is binded to the pants or som?
hhmmm, try ask the others, might help you more
alright np
Set it as emission
Then set the strength depends what you would like
Idk i haven't try making a crystal shaders before
Does anyone know where I can get sun wukong from rwby
Assistance, please. I'm trying to make certain parts of a texture glow.
Is it possible?
@subtle cobalt emission map?
anyone know any good shaders for leathery cloth materials? need them for my NCR Ranger
Standard shader with the right pbr maps I'd reckon.
Standard makes this avatar go like metal glossy weird
You need the roughness, metalness etc maps too
doesnt have any metalics tho
Metalness is 1 to 0, so it can specify things not being metallic too
still is messed u[
Roughness is how clear reflections are (like glossy specular highlights) and metalness is how much reflected colors override albedo
only seems fine with shaders
i used xiexe and also silents cel shading
they work fine
What's messed up with it? Not sure what it's supposed to look like
I mean if you want cel shaded then there you go, use those
But that's not the style they used in fallout right?
If the asset is ripped from game files then it was built with a specific look in mind
i just want to retain the color and have it look somewhat realistic
not looking for any certain fallout style
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
how do i go about doing that? never done anything of that sort
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
Also go to windows->render->lighting and change your skybox to something other than the default grey thing
You can find skyboxes for free on the asset store if you need one
that looks epic
alright im getting the skyboxes rn
soemthing darker or what type should i go for
Generic afternoon or sunset is fine
Doesn't effect the lighting as much as how the model looks in contrast to it
Nah that part's fine
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
Is it using an atlased material or do you have several?
its multiple mats
how do i put the light at the ceiling, i never worked much with lights
Just drag it upward lol
doesnt seem to do anything
its pitch dark
the light comes from the sky i belive
Pitch dark with standard shader on?
the light doesnt do anything
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
alright yeah thats what i was asking , ill do it now
If there's a directional light in the scene the sky light coming from there
so have this as a point yeah
Yep
got it working, should the enitre avatar be visable?
It should look like it's in a room with a single overhead light
And if you move the light around the avatar it responds correctly?
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
alright ill mess around with some setting so , cheers
Everything looks washed out in the default scene you get when you make a project lol
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)
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
Set some of the part into Emission maps, then choose the color and then increase the strength
Right on. I'll give it a try.
like this
Yeah, there you go.
did you did it?
I'll go grab Blender.
Cool
HR
??
anyone has a FX/Flare shader with HDR emission, I've tryied to make my own but it keeps getting purple
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?
Judging by the minimal shadows, I'd say that's a very well-textured model with a regular outline shader
does there happen to be a shader with pixel dithering
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 🤔
who's the author of the model?
Uhh
I do not remember
Something and then the word "DIA" but y'know that could be anyone
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
Reading a shader tutorial and I have to say
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?```
This takes the cake
@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.
You light also look into matcaps for this
You could use Poiyomi math setting and put the gradient setting to be the same.
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
in blender it looks good but then in unity it doesnt work properly, how do i fix this?
Try a cutout shader setting
oh yeah that works, cheers
Can anyone here recommend a good blur shader that works in a volume?
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.
@lofty dragon I am not sure, but isnt it possible to exclude the UI layer from the post processing?
uh, is there any difference between the VRChat>Sprites>Default shader and the Sprites>Default shader? Seems to look exactly the same
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
I see, thanks!
anyone know how i would go about adding chainmail to specific parts of this texture
Very carefully
with vigor
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
ooo~
Looks like a transparent outline shader with objects inside it.
no outline, just fresnel, aka rimlight
How would I make something glow? Say a light, or an item, without actually putting a lighting thing. Like that above^
Unlit shaders that don't care about light, and "Show" whatever color they want
For instance a bright blue transparent mesh
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
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.
i wasnt using blender for texturing but i figured how to now , just dont know how to inport a pic into uvs
like into this section
Hey hey, I'm looking for someone who could help me with a custom shader
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
Does anybody know of a specific shader that acts as a standard shader with a slider or something to control the lightmap opacity?
@solid grail Yo, trying to use the standard metallic setup, looks like roughness doesn't use my mask, any idea ?
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
what textures are you using
could you send them to me? when you select advanced channel selection, the defaults there are what are expected without.
i guess i'll have to re-export my roughness on alpha channel
metallic reads r channel as well as roughness
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`
So for roughness i need to use the alpha channel specifically ? It defaults to R hence my confusion
The second texture is the metallic glossiness
They are both reading the red channel by default. Though this texture's r channel looks like this
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 !
for contrast, here is one of my metallic textures.
i think that's the issue 👍
I pack my textures into these:
advanced channel selection was added to do so
makes sense, ty
does anybody know a free water material/shaders that give a reflection/moves?
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?
something like this
the texture on the cube in this drawing would be repeated around the whole cube, i just got tired of drawing x's
i've seen stencil shaders being used for something similar, but they usually dont retain the texture of what theyre cutting into
so look for led 7 segment display
what is that in response to? lol
Idk any stuff, but there's a thing called "boolean." I don't know if it works with VRChat but I know it works in unity somehow
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
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
unfortunately its really hard to find examples of an addition shader online... :/
Maybe a projection shader could be in line with your goals?
i dont think im explaining what im after very well, sorry
hold on, i made some gifs in 2d that explain it better
^ this is option 1, where a sphere cuts out a main object
^ option 2, where, from the inside of the circle, it would look exactly the same
of course, this would be in 3d. the players would also pretty much only be inside the circles/spheres
im thinking about it like a dark room, and the spheres are causes by lanterns that illuminate a radius around them
but the "darkness" in this case shows as a texture
This is a much more confusing explanation than your first....
But based on your last point; I think you're looking for black volumetric fog (additive).
Not sure how to achieve this; but there are lots of talented people here who could help.
its a similar concept i think? i was looking at making the "fog" completely opaque though
Okay, so not additive.
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).
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
trying to think of a better way of explaining it :P
Let me PM you. It'll be faster.
okay ty lol
Do you have control over the shader on all of the objects you're talking about?
If so, look up stencils.
If not, give up.
Change culling to off undering rendering options in the material
im looking for that fire shader that a lot of the crashers have so i have another fun shader to play with
thanks
you must be straight up dumb huh
Lol
Toon shading on a wood chest 🤢
Is there a specific shader that can do 2 outlines? Or is there another method to do so?
Saw someone with a black then white outline and it looked great.
Probably a @steep swift model 😆
But probably not, you could always do the outlines in the actual mesh
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?
Sounds like something you should ask in the Poiyomi Discord server.
Regardless looks like Poiyomi has addressed that already #550477546958094350 message (link only works if you're in the Poiyomi Discord server)
I did ask, but yeah that clears things up. Thanks!
Dose anyone know where I can find a aura shader kinda like this?
does anyone know any good fur shaders?
trying to get close to the one the Cotton Fox avatar uses
The fur shader that the Cotton Fox uses is kinda bad for performance
nevermind I already got one
a friend gave one to me
that's not a name! 😆
Fur shaders in general are kinda bad for performance, really...
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.
I found this really good fur shader years ago, made by some game company as a freebie
Annoyingly they expanded on the fur shader and turned it into a paid game for non-VRChat unity stuff
does anyone kno how to fix the problem where animating a parameter on one material animates parameters on other materials on the same model
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
Anyone know a cartoon shader like this one? or something like it
My shader's designed for anime, you can find it in the pins
Just checked it out, looks good! Thank you!
does anyone know any good cell shaders that will outline an avatar?
Silent's or poiyomi's probably can, you just have to tinker with the options.
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?
Im not sure with that at all tbh, but try re importing it, if you havent already.
That didn't fix it.
Do you have the SDK set up?
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
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?
I mean, I’m no expert, but I’d assume it’s the lightmap field.
Sure
There is usually no field with that name in the shaders I've seen so far
Let's say I have a skin material and I want to use Silent/Subsurface scattering with it
Do I want to plug this lightmap anywhere, and if so, where?
I think you add custom lightmaps in the asset importation options, not in the shader/material options.
Again, not an expert though.
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...
Extra maps are typically added in the material
I haven't even added the SDK yet.
There you go. Go do that.
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.
mh. I tried using a cel shading shader but character turned purple in VR Chat. I kinda thought all shaders worked on vr chat
probably had some kind of error when it compiled
What you found is a legitimate bug, but gamma colour space is not supported. If you're not making a VRC project you should still be using linear colour space. So in the context of VRC, the simple fix is to install the SDK and let it switch for you.
Someone know why the quest compatible shaders makes that green?
what shader is?
what is it supposed to be? did you copy the right settings?
ok yea, i think your color setting is set to green
try standard lite
huzzah, that was weird tho
Ye
wow, why
i had similar problems with PNG transparency pulling color in places where the textures was supposed to be transparent
that's a shame, that shader was amazing. https://assetstore.unity.com/packages/vfx/shaders/flexible-cel-shader-built-in-pipeline-112979
maybe i missed something?
Dunno, I just tested the shader in desktop and it worked fine. I'd recommend a different shader either way, as the only aspect of lighting this one responds to is the direction of the main dynamic directional light if there's one in the world, and its shadows.
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
how do i get screen shake shadere
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
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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...
https://www.shadertoy.com/view/wdjSRc#
the Shadertoy I have been trying to get working
This is what happens when I tried to get it working myself
here's the code
how do i get a screen effect like picture in your screen i am new
That's...embarrasing
Is there no tool to just convert the syntax? You could easily do it with regular expressions
Instead of find and replace over and over
Someone must have a made a conversion tool right
Yep...seems someone did it. https://github.com/smkplus/ShaderMan
@past pewter This should answer your question
@past pewter Already checked it and the owner didn't fix it for the version its has updated to
but its fine since I found another shader that is closer to what I wanted from a shader that I need
Okay 👍
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
it's usually just changing the ray start position to be the camera position and the ray direction to be the view direction
but you can't detect that with simple regex
and every shadertoy does it differently
Anybody got any good raymarching shaders?
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
https://youtu.be/vL_xcswZx0c?t=10
would it be possible to make this? a "rotating cutout mask" with a bit of lingering, maybe gradient or something like that
Gizmag got a look at Suns & Moon Laboratory's amazing Anipov project at the Tokyo Make Meeting. The system uses LEDs outfitted to a bicycle wheel to output a digital picture using special software.
?
It shades
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.
In other words, they’re the programs that let you see maps and avatars on your screen.
Would anyone know how to make a shader like revenant's shadows from Apex legends?
I'm setting up the NKD Protogen model for a friend, how would you go about giving the visor a glossy, reflective shader?
@serene sapphire standerd is pretty good at that, you could also try rero's shaders. ive heard theyve gotten good results
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.
noriben water shader works pretty well on quest
okay so I need a shader that can make images fade then go back to blinking
like lightning
does anyone have this cartoony outline like shader?
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
The issue I have with that shader is that it relies on a cubemap to work, which is an issue because I need the shader to work in a pool
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
If people stand in the pool, it ruins the illusion
I believe the outline on those FNF models are actually part of the model itself, rather than a shader thing. Basically there's a layer of flipped faces that are entirely black surrounding the main model.
Yes, it's a good technique: Octuplex uses it on their cartoony style models (highly recommend them), and quest compatible, too!
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
so what can i do
Trying to find a raymarching-capable shader and all the google results are just "how to set up your own raymarching shader!"
What do you mean by 'raymarching-capable'? Are you look for a shader to edit or learn from?
I'm just looking for a shader that'll blend meshes together
Something that won't take me setting up C# coding, having to try to get that ported to Udon and whatnot
I don't think you can do that, raymarching doesn't work with meshes, those are mathematically defined shapes
Dammit, all this effort to try and figure out just how to make some 3D floating lava in a VRChat map
ikr
what would be the best anime / cel shading shader to use right now?
the newest ver of poiyomi made it more simple, and you can get the "pro" version for a sub to their patreon
6.0 has the "pro" ui and tools, but not as many features as 7
I see
I'm still on 6.0 and haven't needed anything too extreme yet so take that how you will
well, what I need it for isnt extreme or anything
so yeah either ver should be fine
also, while I'm here, where can I grab the latest version of the avatar sdk?
thanks
As you said you haven't messed with anything in a while, you need to make sure to backup your project before upgrading
Are you upgrading from SDK2?
oh thats def sdk2
Yeah you'll need to make a new project and move stuff over
this is a completely new project
its installed per project
what version of unity do I need to be on?
oh ok so you should just be able to drag and drop the sdk in there then
2018.4.20f1
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2018.4.20f1. Ensure you are using this precise versio...
there is some links on this page to get it setup more easily
wait
I already have that version installed
I just didnt create the project in the right version
🤦♀️
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?
Try mine in the pins, I don't compromise on quality and I won't try to sell you anything
ill take a gander
anyone got silents shader ?
You can also check the pins, it’s in there.
Is it not possible to make an animation that changes shader parameters made in shader graph?
Or how else can I play a shader NOT on a loop?
use an animator to animate a property of the shader?
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
yeah, that's what I mean
like how you can do scrolling textures by animating the texture offset
right but you can do that inside the shader graph without creating an animation with a time node
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
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:
in:
I forget precisely the conditions placed on cameras on avatars, but I think it's that the camera has to start disabled in order to show for people other than yourself and even once enabled by an animation, they'll only show for friends, rendertextures are otherwise fine I think.
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
sounds like very reasonable restrictions
I need help trying to find a blinking emissive shader
does anyone have any:?
I want one that flashes quickly bright then fades to black
does anyone have that kind of shader?
poiyomi's shader has a feature like that
I've already figured it out
Does anyone know how to get a glow shader or a holo gram shader?
thx
Where can I go to get syntax highlighting for .shader files in newer versions of Visual Studio? I'm using 2019...
This MIGHT work? https://marketplace.visualstudio.com/items?itemName=slevesque.shader
Nevermind, here you go! https://marketplace.visualstudio.com/items?itemName=TimGJones.HLSLToolsforVisualStudio
@fiery sentinel thanks! I forgot to mention it here too, I just installed VSCode cuz I couldn't be arsed
how does one apply a custom shader to a world? I want to try out making shader based worlds
man im so glad that unity's shader graph comes with compile errors by default
that's because shader graph isnt compatible with the default render pipeline used by vrchat
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
Makes programming shaders yourself seem appealing. 🤣
There's shaderforge for 2018
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
Can this be added to neitri's clock? https://github.com/acertainbluecat/vrchat-time-shaders/commit/f2c5e904aecad8140750cb0c0122ad0872f6307b
I cant recommend doing this method for a time shader when you can easily access local time in sdk3
How would you incorporate it into a shader being used on a avatar?
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
Was your fork before udon?
yeah
ah
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
Combing through forks to find improved shaders. whew..
fwiw momoma's starter kit has the most up to date shaders for the above ones https://gitlab.com/vrchat_projects_momoma/vrc_starterkit/-/tree/master/SampleAssets/VRChatTimeShaders/Shaders
fixes a few graphical issues with it mainly
Is there a way to comb through forks that doesn't involve click on all the copy pasta forks?
Thanks
but still, relies on sdk2 vrc_panorama
if you need a clock just use DateTime.now in SDK3 Udon lol
Just a world feature for now unless they add that to avs too?
yeah
Im thinking about the future. With flying cars and everything... ha...
was looking into this, is the screen grab on VR literally just the left eye and the right eye stuck together horizontally
VRChat uses Single Pass Stereo Rendering for the VR view (notably it is not used for mirrors) https://docs.unity3d.com/2018.4/Documentation/Manual/SinglePassStereoRendering.html
There's a few functions for helping with screenspace uvs
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?
What shaders can I use on VRChat that makes my avatar look more Persona-like?
Like any Toon shaders?
Poiyomi is an anime shader that’s really popular
There’s plenty more, but poiyomi is just the first that came to mind
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.
Try my shader in the pinned messages!
Or here: https://gitlab.com/s-ilent/SCSS
I would recommend trying Poiyomi Toon Shader
can that do translucent materials?
It can
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
Hell yeah! Glad it worked out for you!
tysm for telling me about it
No Problem!
I wonder if there's a shader out there that supports color, emissive ,roughness and metallic with cartoony outlines too
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
sweet, thank you!
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.
Here's a pretty simple question: What happens when trying to use the VRC mobile shaders on a PC avatar?
nothing much. it just uploads the avatar with the mobile shaders onto the pc version
it shouldnt look any different
I mean, I thought mobile shaders simply wouldn't function when uploaded to PC.
Concidering the same applies to PC shaders on mobile.
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
Question, how can I make a shader/get one?
Yt mate
Anyone know where I could get a good wireframe-style shader with emission?
Making a vector style gun
Poiyomi Pro shader has a dedicated slime shader that's even more slimey than just using transparent. It's the paid version thru Poi's Patreon if you're interested in that.
id be interested in this too if anyone finds one
I want to make this blender preview a real charictor :p
somewhat different
that one is more like outlines
for that vector gun I'd probably go full custom but there is a good example at https://github.com/Chaser324/unity-wireframe @long marlin
drawing dashed lines in a shader is something that I've never actually tried 🤔
Noted
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
Anyone got ideas for how to get a texture fade/blend between two textures? I have meshes that I went blended into each other (Like terrain texture smoothing sorta) but I need it done in Unity. Help?
https://cdn.discordapp.com/attachments/588350770777161748/830229054228791306/unknown.png
Example of what I require: Blended textures that have an edge fade. Additive/Multiply shader?
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
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 ?
Near the start of the shader, around the #pragmas in the first pass, add a line that reads Cull Off
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?)
Thanks Bios, I knew it was something simple, just didn’t know the specifics.
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.
Anyone know a shader that can achieve something similar to the effect in this recording?
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
Who's poiyomi?
A shader developer who makes a shader called "Poiyomi Toon Shader" a popular shader in VRChat.
Well that really helped alot! and now the shadow squad exist in VRchat
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.
Are you looking for a metallic shader like these?
Or specifically the toon reflection lines effect?
hmm.. im not too sure really. whats the toon reflection look like?
this is what the model currently looks like. im not sure if something realistic would look good or not
Exactly what’s in the drawing. Diagonal lines that makes the material look kind of shiny, without actually adding reflections.
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.
no idea how to do that. this is my first model lmao
Literally select matcap shader and toss in a generic space / sky texture 🤣
Everyone does it it's the coolest dumbest shit
okay so, im not an idiot, but incase i was an idiot and needed an explanation ( not that i do or anything...) whats a matcap and how do i do any of that
You might need to set up separate material slots, since the metal and other parts are on the same mesh
It's just a material type. It stands for Material Capture. It reads a texture based on the incoming surface direction.
You know those galaxy effects that some avatars have that look like they stay in place even when the avatar moves?
Those.
im a 3 year old child that just got a computer and is trying to learn substance painter before learning how to read
yeah ive seen that
ahh i see
not sure if that would work or not
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 ?
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.
is there a way to just make it shiny in substance painter?
Materials are too application specific and don't carry between applications.
ah okay
You setup all your materials in Unity, exporting just provides the slot which references what faces the material is used on.
hmm oaky
If substance painter supports having multiple materials on a single mesh, the slots might carry over.
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
This might be outdated, I don’t use Substance so I’m not sure https://m.youtube.com/watch?v=qJA9NICHCM0
How to apply more than one material in Substance Painter using Maya
Support my free tutorials, buy my game on Steam
http://store.steampowered.com/app/556960/Lost_Wing/
And the matcap/metallic thing is just a matter of which shader you pick for the material in Blender.
ill give it a look in a bit
been at this mfor hours, taking a break
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
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
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)
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?
You just change the preset at the top to cutout
also many of the fetures from earlyer versions are in the advanced tab be shure to change to it
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
I'm looking for a shader that is similar to the Toony Colors Pro 2, does anyone have anything like that?
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
You can't use shaders other than those provided in VRCSDK on Quest avatars for performance reasons.
My advice: Paint the shading into the textures.
What exactly do you need that for?
Would be helpful to reduce draw calls on fully transparent materials
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.
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
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.
If any portion of the mesh needs to be visible, you can use the clip() function to discard pixels that have an alpha of 0.
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
Best bet is to set up a small scene in your avatar project and switch over to scene lighting.
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
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
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"}
}
}
}
where's rero's shader?
thanks
How do I get poiyomi's distance fade to work?
I want a ghost to vanish at distance.
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
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.
Unity's internal shader graph is a completely different pipeline, it's not compatible with older versions and doesn't work in VRChat.
can anyone tell me if the shader from this works in vrchat? did somebody try? https://assetstore.unity.com/packages/3d/environments/pbr-rocks-nature-pack-100777
It includes Amplify stuff, so the shaders are probably ShaderLab. Should be compatible.
ok thanks
Is there a VRchat compatible shader for adding outlines to a character?
Let me guess, is it because of my Ultimate armor X port?
Pretty much any toon shader will have outline options. Poiyomi toon has it, and I think Silent's shader has it as well
Do you have a tutorial? I've tried googling around but i can't seem to find one
I do not. But you can join Poiyomi's server if you choose to use his shader. They will help you out with a bunch of stuff
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
I'm not sure which shader I'm looking for in the package
Poiyomi toon
Select it in the material settings once you have the package imported
I've got that much, I mean one specific for outlines. I'll hit up the poiyomi discord though
It's just the main shader. There is a section for outlines
Make sure you have the custom tab selected, so that all the features are shown
Oh, wow I'm blind. Found it
Hella
question, is there a shader that makes a vhs glitch type effect?
so far all of my Googling on that has shown post-processing effects not something you could put on an avatar
Same. I just want an effect on the eyes of my avatar so it flickers like a vhs
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?
yes normal map
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
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?
Try deleting the material and starting it from scratch? May just be corrupted.
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
Dont just import the package while the SDK folder is there.
delete the folder and then import the package
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
That's way too vague for anyone to say what was happening, need to properly know what the full error messages was of the ones stopping the compiling from happening
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.
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
Did you check Console for errors?
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
Well yes, I was telling you for the future
Got it, thanks
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
Lowering 'tint' seems to help
when people put gifs on their avatars, I assume it's a shader, anyone knows which one?
Can anyone send me over to some good weapon shaders/particles?
I'd love to get a shotgun or flamethrower
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?
Does anyone know of a shader that flattens a model from another person's perspective?
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.
It's a bit tricky to explain
I'll DM you in case other people want to ask stuff
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?
Probably need to make it yourself.
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
I believe what you're referring to is a Matcap. If you search up Poiyomi shaders you can "easily" make it. Or you're talking about a panning texture. I strongly recommend playing around with Poiyomi shaders
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
Matcap
Ill help later
Anyone know where I can find an aura shader - outline ?
Hey are there any particles shaders that will work for quest
Can you animate specular lighting off in a material?
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.
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...
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
IDE
Animated
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
how do i make shiny materials like this
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?
The easiest way is with a metallic map and a roughness map
PBR stuff
https://imgur.com/a/nPXNYBB im just wondering, if i set shaders to standard, this is what other users see if they have shaders disabled?
it truly looks like a demon and im wondering if thats actually what other users see
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
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
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
Any shader for Rain?
you need to adjust both the texture and mesh to avoid transparency
in vroid, you adjust the texture so that it's inside the guide grid
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.
Transparent textures dont work for quest
it isnt abt shaders
hey, im looking for a pulsating/chasing emission shader, anyone know where I can find one?
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
just use particle spreadsheets
You can reuse one that will always be loaded by unity: https://pastebin.com/83fQvZ3n
You can then use defines so that your code remains readable:
#ifndef HMD_HUE
#define HMD_HUE
#endif
#endif```
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
Fun fact, they're not always loaded by Unity 😉
wouldn't setting the head to an eye bone grant the same effect?
No? Eyes don't track other people.
I'm looking for a way to make a material dissolve based on the distance you are from the avatar, is that possible?
Poiyomi shader has this function.
Docme amazing shader or dopplerganger dope 2.18 or lavender tuber 2.9
With this 3 shaders u can do all kind of screen fx
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
matcaps can recreate that effect
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.
Is there a shader that would make something invisible to everyone but the one holding the object?
Asking for a friend.
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.
@nimble beacon change lighting type in Poiyomi, it shows normal map qualities then.
@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.
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
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.
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.
anyone knows which shader that hair is?
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.
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
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
It does seem like the easiest way
Good day everyone, anyone knows a good shader for videogame avatars?
Specifically for models of Resident evil 4
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
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.
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
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.
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
So, any good shaders? or should i just apply a toon shader on a semi-realistic model?
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.
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
Looks like Rollthered's fire shader
The glowing outline around the bottom text might be something else though
i think thats just the use highlight
Has anybody ever gotten or used a shader that refracts light for crystals?
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.
ATOC = Alpha to Coverage
maskm = Metal mask probably? (Could be doubled as metal and roughness mask)
@vale hare
from the googling I've been doing in the past five minutes these answers seem likely ^
hayeeyaaaaaaaa
Test your shader with no realtime lights.
Pyomi had sparkle feature that I forgot about, so I’m obviously going with the right choice here
hey can anyone help me figure out why this is happening. i got an asset with a planet shader.
https://cdn.discordapp.com/attachments/361741445352259584/839550135070752838/unknown.png
it looks like this in unity. also works in play mode
but then it looks like this in vrchat itself
https://cdn.discordapp.com/attachments/361741445352259584/839551921539121192/unknown.png this is what the shader looks like in unity. it does have a script to determine where the "light" is coming from. but even when this script is removed it looks normal in play mode. just not in vrchat
Hello, new guy here, I was wondering if there's a shader where you can see your avatar's eyes thru hair? Thanks.
Does anyone have a shader that makes multiple copy’s of a model?
Ah so that texture might be a Dds and those can’t be compressed into a lower quality or can’t be seen in game, go look for a dds converter and convert it, that should do the trick
Anyone got any idea why this happens?
A lot of vrchat worlds don't have any dynamic lights and a lot of random shaders you find on the internet work only with dynamic lights.
but i dont get why it works and looks fine in unity if i go into play mode?
Because you have dynamic lights in unity
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.
but if this is the case, then i can fix this by having like a realtime directional light?
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.
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"
Just in-case, you did enable scene lighting?
yeah, it looks the same either way
in play mode and in the scene, in unity it always looks correct
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?
i have no clue, ive never really worked with shaders before this. how would i check?
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?
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.
Yes, I mean realtime, specifically directional realtime
alright, yeah i havent tried setting up a seperate world yet
my current world does not have a directional light at all
https://assetstore.unity.com/packages/3d/environments/sci-fi/next-gen-planets-163061 incase it helps, this is the asset im using that provides the shader
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!)
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?
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.
yeah its for my spaceship hangout world. and thank you for helping, i really appreciate it 🙂
this shader is so good
What is it?
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
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
https://assetstore.unity.com/packages/vfx/shaders/liquid-shader-173635 is this the shader the Great Pug and other worlds use for liquid inside drink cups?
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
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?
Reduce the main colour's alpha
where on the side do i do that? changing the "diffuse color" does nothing
changing any of the settings doesn't do anything
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
:O my favourite rec room player plays vrchat?
I love u
If you click on the field for Diffuse Colour, you'll see at the bottom R, G, B, and A sliders. Reduce the A slider to 0. The alpha controls the opacity of the glass.
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
that didn't work either! agh, no matter what i do they stay pure white. thanks for being descriptive though
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
Is VRChat/Mobile/Lightmapped not supposed to work for Quest? The other shaders in VRChat/Mobile seem to work... https://gyazo.com/380867c4f4e5037d9375ca78d54ea0fc
It's only for worlds
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.
@hard sage ive not used lux but may i ask what youre having issues with for that shader?
@hardy dagger With the lux shader, when I apply the shader/material, it appears to be present, but it is completely transparent.
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
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/
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
how can i make this render in front of my avatar
@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?
yeah renderqueue
may need to use a different shader. unless it is actually a particle
yeah its supposed to be a particle
hmm. im not sure then sorry
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?
I think it looks very similar so far definitely
alright! i'll upload now, then
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.
@remote valve
And then in Unity you apply the materials through the asset's import settings, not by dragging them onto it.
Thank you.
Np
hello I have a question how can I erase the worlds I download and the characters ?
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.
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.
Ah. Now I really do understand.
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
Yeah its coming together now. I should be able to do what I'm thinking of.
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
Is there a standard roughness shader for unity?
That might've been the one that got renamed in Unity 2018 to Autodesk Interactive
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)?
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.
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.
The Internet Archive's Wayback Machine has the page archived https://web.archive.org/web/20200221010139/https://doctrina-kharkov.blogspot.com/2019/05/unity-fur-shader-free.html
Курсы программирования в Харькове
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
ty sm!
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.
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?
A simple shader for Unity to create seemingly complex particle effects. To install, place the Shader/ folder with the shader into your Assets/ directory. Gradient ramps can be created using the editor tool included in SCSS. https://s-ilent.booth.pm/items/1894974 Licensed under the MIT license.
Worked out perfectly. Thanks.
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..?
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.
anyone know of a shader that gives an LCD screen look? so when you get up close you can see the RGB pixels?
There's a TV shader on here
It's a CRT shader but I'm sure you can disable the vignette
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
Do you mean GPU instancing? That's a different thing from batching.
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?
@azure pike Stencils
i believe these should do what you want https://github.com/x753/True-Shaders-for-Unity
but the mechanism that does this is the stencil buffer and stencil operations https://docs.unity3d.com/Manual/SL-Stencil.html
Alright, I'll look into it; thanks
i also have a tutorial on a portal shader if that's what you're looking into https://www.youtube.com/watch?v=SySnHIhiVgM
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
hello
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
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.
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?
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
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.
Does anyone know what shader is being used for this shiny necklace?
Probably the standard shader, you can pull off some decent looking fake PBR with it like that.
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
It's suuper shiny though, it sparkles and reflects. Been trying to get that effect but no luck. :(
I think that can be achieve with poiyomi's shader when assigning baked cubemap with extra intensity on it. It still rely on world post processing effect for bloom though.
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?
The glowing effect is called Bloom, and that's a world post-processing effect.
Not something you can put on an avatar directly.
I'm trying do do a diamond shader for a ring. Do anyone know a great script I can pasta.
Thank yall tho, I appreciate the help. I managed to get something like that with poiyomi.
I have been trying like crazy to get refraction standard shader to work
How big is this ring?
probably not terribly big unless it's a ring for a giant
Yeah, unless the diamond is huge I wouldn't look for a shader
waste of a material slot really
yeah you could probably just paint a high shininess on your PBR Maps
Ok its gonna be small,
Probably emissive rim light plus emission map on texture.
It’s a world shader tho if you know what I mean, everyone can see it
Standard shader prolly
?
@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
Do you know any tutorials?
sadly i dont know any, I work from the unity myself experimenting i wish i could help i just know what is going on.
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.
I’m not planning on using some insane shit
It’s a screen space shader I just don’t know which 1
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
maybe poi pro
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.
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
shaders does not work on quest
is there a shader in unity that allows matcap and emission
Doesn't the VRC SDK include a matcap shader?
Why?
It's not mine, it's a screenshot of someone else's that they deleted. 😂
nice Astolfo btw
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!
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
why tha look like the nine tails fox
Idk
Chances are it's custom made.
Here's someone recreating it: https://qiita.com/uynet/items/f8b087d47f5cf316eb7e
👀 so I don't even need to buy it oof
what is a good shader to start with
For what purpose lol
no clue
... ??? Water? Sky? Trees? Avatars? Robots? What? lol
avatars i guess
What style? Realistic? Toon shading?
realistic
got a download link?
I need that shader that everyone uses for their "PS1" models
Or anything that can imitate it
how do i install it lol
Import the unity package
I'd recommend against using poiyomi if you don't even know the basics of Unity, tbh. It's complicated.
alr
Poiyomi's vertex snapping feature replicates the effect well
@cosmic fable Okay, thanks
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.