#shaders

2 messages Ā· Page 23 of 1

uneven loom
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yeah folks use downloaded Unity shaders all the time for Stuff

lime parrot
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But will it look good and preform well...

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You can't ever seem to get both with vrc or unity in general.

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But I want both

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Not expecting it to look like unreal but it should still look good.

uneven loom
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they're not going to render any differently if it's on vrchat versus unity in general if it's in the same rendering pipeline

lime parrot
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Still not answering the question

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Like aquarius looks good enough

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Preforms well

uneven loom
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that's probably not because of special shaders more just the architectural design & the post-processing

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wouldn't surprise me if it's just the standard Shader or standard Shader light on most of the surfaces

lime parrot
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Still not getting an answer other than maybe "fake it till you make it"

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Gotcha

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Really just working with unity for vrc so I probably shouldn't worry about hlsl.

uneven loom
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there's no magic make it look prettier Shader

uneven loom
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and mostly it's good baked lighting that makes things look pretty on vrchat

lime parrot
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But then there's the issue of Avatar shaders

uneven loom
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yeah that's a bit of a different question

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are you going toon shaded avatars or no and how much special effects are you looking for

lime parrot
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Dynamic lights are too heavy in vrc for whatever reason. So that limits things.

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And I'm just talking basic shaders for skin and clothing

uneven loom
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Dynamic lights are heavy in general is just vrchat has a much higher frame rate requirement compared to Grand Theft Auto V

uneven loom
lime parrot
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That looks terrible

uneven loom
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so what particular rendering affect are you missing

lime parrot
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As do a lot of the others like poi and cubeds

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I'm not just talking on my models

uneven loom
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of course the standard Shader is not a toon Shader

lime parrot
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I'm talking on these models that go for 100+ too

uneven loom
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100+ what

lime parrot
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$

uneven loom
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that wouldn't have much bearing on what shaders are used

lime parrot
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You're not following...

uneven loom
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okay so clarify how those two are correlated in any way

lime parrot
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Nevermind I'll just do my best to make it look decent by playing around with it 🤦

uneven loom
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yeah that's probably for the best as there's not some magic makes it look ten times nicer

lime parrot
uneven loom
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well you haven't really listed a set of rendering characteristics of the shaders you're looking for

lime parrot
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Just something that compares to good looking unity games which nothing in vrc really has.

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Shader wise not just the actual map, texture, and lighting

uneven loom
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that doesn't have much to do with shaders that's mostly going to be the lighting

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as most of those Unity games are probably just using the standard Shader if they have a realistic art style

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as physically based rendering is pretty much the same in unity and Unreal Engine as far as how the math works

lime parrot
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You're throwing what I'm saying out the window.

uneven loom
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well you're just saying make it look like pretty Unity games without giving any particular examples of the the rendering characteristics you were looking for

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like sure I could work with it it was like oh I want subsurface scattering

lime parrot
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Good shaders at decent cost is easy enough to understand

uneven loom
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that is not helpful as you haven't answered how the regular shaders are inadequate

lime parrot
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Subsurface scattering should be a given

uneven loom
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that is entirely on the lighting and the models and stuff for looking like a AAA video game not some secret Shader everyone is hiding from you

lime parrot
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You keep talking down 🤦

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I'm not expecting it to look like a AAA and I don't think it's being hidden.

uneven loom
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okay sorry I just haven't heard a thing that would have to point me towards a Shader other than looks prettier than the standard Shader

lime parrot
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Fine let's just say looks like base unreal shader.

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Unity can't do that (unless it is AAA lmao) and it's not what I was looking for but I'll give you something more to work with

uneven loom
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okay do you have some pictures to demonstrate what characteristics are looking for as they're both pbr shaders so they should have pretty close to identical results given the same textures

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like give me 5 minutes and I'll load up a identical texture in both

lime parrot
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Ah figured it out

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That is my original question not whatever you where trying to answer due to miscommunication between us.

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Well and part of that

uneven loom
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so what did you figure out

uneven loom
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basically you need to image edit to transfer the detail from the transparent textures onto the base mesh

uneven loom
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https://ziston.booth.pm/items/2792005 this tool can handle the automatic conversion@lavish hare

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agile totem
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Vrm?

uneven loom
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no problem figured that would be easier than manually doing that

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you export them from VRoid

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in which tool

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default settings should probably be fine I haven't played with it extensively?

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looking at the pictures English text you probably don't need to change any of those settings at the moment

sage cargo
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i need help
it with shaders and being purple in game but not purple in unity

lofty saddle
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Is there a shader for quest that has outlines

sage cargo
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no

uneven loom
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you pretty much have to do geometry outlines on the quest but that involves like doubling your triangle count

sage cargo
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im on pc

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the shader that is purple is the polycolorwave made by snail

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its ok in unity but not in game

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are you still there

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are you talking about MMS3_Outline

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game mean vrchat

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pc

toxic egret
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Hmmmm

sage cargo
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idk what to do

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you still there

sage cargo
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.

tribal flame
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anyone know a nice stars for sky shader?

elfin sky
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Is it possible to do the following?
1: wrap a texture onto a mesh
2: for each pixel, take the texture's color and modify by some value (for ex, increase the Red value for all pixels on the top half of the screen)
3: unwrap the pixels back into a modified (and incomplete) texture
4: save the modified texture to use in step 1 on the next frame

As far as I can tell, step 4 is impossible. If I use a Custom Render Texture to store data between frames, I will be unable to wrap/unwrap the texture that I'm working with. So, am I right and this idea is impossible, or is there some other solution?

uneven loom
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question what is the end visual results supposed to be

elfin sky
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the idea is to have a 3d model with a dynamic texture, where the texture changes based on its data from the previous frame plus modifications made this frame, where the modifications are based on where each part of the texture gets rendered. so for example, I could have each pixel become the average of itself and the 4 adjacent pixels for a sort of color-bleed effect based on whatever is next to the model at the time it is rendered

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saving the data from frame to frame also would cause a weird effect, where if the viewer and the object are both completely still, the object would eventually lose all visible edges, until it moves and you see it from a different angle

elfin sky
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the issue here is that I can save data between frames OR do pixel modifications based on how the object is rendered, but not both at once

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afaik

sharp pike
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Sounds similar to what the cameras are doing in worlds with water ripples and similar and that fluid simulation test world. But similarly I think https://github.com/SCRN-VRC/Raymarched-GPU-Particles-with-Screenspace-Physics does some of what you're after whereby in its case, it stores and updates particle positions and velocities in the bottom left of the screen using multiple grab passes. SSPQueue0.shader has a comment that says it grabs stuff from the last frame.

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I swear I keep coming back to that shader over and over again...

carmine jewel
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There is the double buffer option on a custom render texture that's supposed to be for that kind of thing

vale epoch
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Is it possible/ easy enough to do a frosted plastic like material similar to this mask for a vrchat avatar?

carmine jewel
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You'd need a grab pass for the refraction, but I think it'd look good enough if you just used the standard transparent shader and texture it.

brittle plinth
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Refraction might not even be necessary, a cheap specular over transparent shader would probably work fine.

agile terrace
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idk where else to ask this but for rero standard do you need a cube map for it to do its thing where it still has shine in baked lighting worlds

lofty saddle
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im trying to put an outline shader on my avatar but when i do this it does not stretch over the whole model and looks like this with gaps between it

sharp pike
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Hull based outline shaders will do that if the model is flat shaded or wherever there are non-smooth normals in blender.

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I simulated what happens, in blender, with two spheres, one smooth shaded and the other flat shaded:

shut robin
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I need a shader for pokemon-style battle text in screen space

modern seal
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anyone know of any good shaders similar to the ones being used in this game? i tired Poiyomi and Sunao and neither of them truly suit what im going for.

lofty dragon
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I had this issue before

lofty saddle
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yeah i fixed it

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but now im just having issues with the legs

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it only appears on the leg if it set it to a stupidly high number

lofty dragon
sage wasp
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Would it be possible to create an audio responsive shader that can mimic echolocation?

neon herald
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if any one have VHS shader?

wary junco
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Can someone confirm how some of the vrchat/mobile shaders use the fbx’s vertex colors? They always come in much lighter than I have them set in blender. Like, orange comes in as teal.

steep swift
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Probably a gamma space issue

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You might need to raise the color by a power of 2.2

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Note that it may be different on the quest itself in that case

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If your color is 0.8, 0.6, 0.4 then you'd run pow(0.8, 2.2) in your favorite calculator program and end up with something like 0.6, 0.35, 0.16

slate viper
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Does anyone know how to get this float kinda thing in the poiyomi shader?

sharp pike
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I'm not sure what you're asking, are you asking how you can get a gui control like that in your own shader gui?

modern seal
pine venture
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Odd question, I wanted to use the VRChat-Sprites Shaders for maximum efficiency but it appears they don't support "Text Color", is there a way to add that manually?

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Looking at the code a lot is autogenerated, so I'm not sure

modern seal
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because i wont lie, i have zero clue how to create a shader

velvet sorrel
south thunder
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Heyo! Does anyone by chance have a transparency shader or something that can help me? im currently using the poyomi transparent shader on an avatar but rather than just making the shawl slightly transparent to show the clothes underneath its now showing straight through the character. Im not really sure what im doing wrong @_@

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heres what its doing

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and here are my settings for the shader

sturdy mural
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I just made a shader, and I'm wondering if anyone knows/has links to guides for making it have a fallback default shader
please dm me if you do

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the kind of stuff where it will just look very plain, or sometimes have a texture saying 'please enable shaders!' if they don't already

fierce vine
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Also why you using such an outdated Poiyomi? That's a super old version. You can download 7.1.60 free from Poiyomi's discord.

south thunder
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This is actually my first time working on a model for at least a year, so theres a lot not updated 😭 ill get onto that thought, thankyou. But huh! Thats interesting - ill try and work that out then. Thanks for your help! :]

sharp pike
# sturdy mural I just made a shader, and I'm wondering if anyone knows/has links to guides for ...
fierce vine
lofty dragon
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What would a good shader be to replicate this look? I don't just mean a grey shiny material, I want to have the lighting on each sphere look the same at any angle.

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I'm using a matcap right now, but at high/low angles the lighting freaks out a little.

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For context, this is the matcap I've been using.

sharp pike
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I had a look through the shaders in my unity project and all the vrc shaders that I have are using that alternative matcap method where the matcap doesn't rotate with the camera's roll and can have odd artifacting when seen from above or below. The only shaders I found with what I would consider the normal way to do matcaps (like matcaps in Blender) were MToon, the shader you use when exporting VRMs, and UnityChanToonShader.

indigo echo
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It has to be opaque because transparent things don't like eachother

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Oh someone already helped you. My bad lol

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But yeah that would be why that happened as they also said

quaint fjord
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how do I fix this non transparent thing. I am trying to make My avatar quest compatible and this is a nightmare

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This is toon lit shaders, btw

uneven loom
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transparencies are unavailable on the quest on avatars because it's too expensive to render for the mobile phone Hardware that runs the quest

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if those are an important part of your look you would want to open up your model in blender and use the knife tool to cut out the shape so it doesn't use any transparency

balmy star
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Working on a working scope shader. Its hard to find good reference so i had to kind of guess how scopes work. any scope owners in the us please send me sum good reference with movements like in the video vrcCatChicken

prisma delta
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im tryna use ToonM but it says its unsupported and im useing andriod
will that affect much?

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or will it impoload on me?

sharp pike
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You can't use custom shaders on quest avatars

flint moat
flint moat
velvet sorrel
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Doing that would violate the ToS

flint moat
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Which part part of the ToS is it violating?

brittle plinth
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Editing the SDK

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The only way to upload Quest avatars with custom shaders would be to edit the SDK and either add your shaders to the whitelist or remove the whitelist entirely, both of which break ToS.

flint moat
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There’s a way to do it without editting the SDK

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It uses only the already provided shaders such as legacy or mobile

brittle plinth
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If you mean overwriting Unity or the SDK's built-in shaders, that likely also breaks ToS.

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It does. Any action taken to circumvent the SDK's upload restrictions is against ToS.

flint moat
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It doesn’t do any of that.

brittle plinth
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Unless you've misunderstood the original question and are suggesting they use cutout/alpha clip shaders to apply transparency, you've implied there is a way to enable alpha blend on Quest avatars, a feature forcibly disabled through the SDK's upload restrictions.

flint moat
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Oh my apologies, that must be the confusion. Didn’t mean to imply something like that. vrcTupper

daring lichen
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Hey, is there a quick shader i could grab that puts a rendertexture onto the desktop screen? i dont want it to show up in vr, just on the desktop window

hardy dagger
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if youre using UDON for worlds. you can check for "isvr" and make it turn off and on if "isvr"

daring lichen
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I'm trying to make a camera on an avatar display as ui to the desktop screen
i do want it to display on the desktop when i am in vr, i just dont want to have part of my vision obscured by a plane that is displaying the texture in front of my face in vr

hardy dagger
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oh, then im not sure

brittle plinth
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You might need to write a custom shader for it, but since VRC uses single pass stereo rendering for VR, I think you could check if UNITY_SINGLE_PASS_STEREO is defined, and then only write the rendertexture if it isn't.

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Something along the lines of

ifdef UNITY_SINGLE_PASS_STEREO
  clip();

// write rendertexture
sacred gyro
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what is that shader that lets you control lights colors from a video source or a stream the one that works by scanning a specific point of the screen

sacred gyro
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.

acoustic oak
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You can do that with any shader by just changing the uvs it samples the texture with to a static value like tex2D(_MainTex, float2(0.2,0.4));

pure raven
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@quaint fjord So if an object is black or white, you can fake transparencies on Quest by using VRChat > Mobile > Particles > Additive or Subtractive.

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It’s not real transparency though, just blending modes.

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Works well for a translucent ghostlike effect too if you’re in a pinch.

broken remnant
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https://gyazo.com/7da6c1a767ca2208c9d4f772f9ab38cb would anyone have any idea on how to recreate this shader for the transparent shadow on the eyes that I have in Blender into Unity? The separate RGB was just me experimenting by colorpicking the color of the shadow to put in Unity but it's not giving me the same results. I'm trying to fiddle with VRM/MToon settings but I'm still new to the entire thing.

pure raven
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The grey shadow? I think Poiyomi toon shader could give you this effect, no? Just download it and follow the tutorial links included in the tool.

broken remnant
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I'll look into it, thanks!

lost dirge
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What can I do to make the default DepthMask Shader work with vrc? It works in the scene view but has a weird multiplicative effect when viewed from a camera. I'm quite stumped

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    SubShader{
        // Render the mask after regular geometry, but before masked geometry and
        // transparent things.

        Tags {"Queue" = "Geometry-10" }

        // Don't draw in the RGBA channels; just the depth buffer

        ColorMask 0
        ZWrite On

        // Do nothing specific in the pass:

        Pass {}
    }
}```
this is the depth mask Im using, am I doing something wrong?
strange quest
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Does anyone know how to get the ā€œunmoving plaidā€ effect in poiyomi?

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The unmoving plaid effect is like the chowder animation for clothes

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Where the texture scrolls kinda when the characters move

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Like this?

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I think its pano sphere

lost dirge
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Panosphere is what you're looking for ye

cedar mango
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i need a shader to create a slashed object. like in metalgear rising revengeance. I already found one but it's not made to be faded out. so do you guys know of one like this

past pewter
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Need a little help

uneven loom
cedar mango
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well....not exactly. i already found one shader that works... it just doesn't fade. I'm looking for one that can

uneven loom
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I suppose I should have asked as a follow-up question do you mean slice in half or just like leaving slashes in the object

cedar mango
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leave a slash

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like on the picture i attached

worn moss
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does anyone know if its possible to have a shader only appear from the inside? so say from the outside a cube is invisible but once you step inside of the cube you see the texture inside

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im trying to make it work with Poiyomi but im not having any luck with what I know

cedar mango
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use stencils on a 2 sided bubble

worn moss
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by two sided you mean the mesh has 2 sides? so like an outside and an inside?

cedar mango
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yup

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poi has a 2 sided sphere in there docs if i remember

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you'll have to mess with stencils and render queues

worn moss
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gotcha, thank you at least now I know its possible lol

cedar mango
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yeah it's just a good amount of tweeking.

worn moss
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got it working! thanks!

velvet sorrel
modern seal
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anyone able to tell what shader this model is using? i'd love to use it on my own models as well but have no clue what the shader is

knotty iris
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Anybody know of a shader capable of both billboard and flipbook-style render?

spiral cosmos
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Why throwing so much shade?

knotty iris
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any of the ones I can find all use the whole image without allowing for UV manip to get a portion of a texture

keen jay
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I require some help regarding a shader please!
So, I'm using a wireframe overlay shader for a world I'm currently working on, but the shader doesn't have a property to set the "wireframe color", does anybody know where I can get the right shader for this?
Example image :

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(I need this in a setable color)

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The original shader was made by Bender

keen jay
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Problem solved, Poiyomi helped me with the shader! :3

vague temple
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I am looking for a shader that can accomplish a colored but transparent plasticky feel. Is UTS2 capable or if there is a shader that is more specific for this? Thank you in advance. Something like this:

frank isle
velvet sorrel
smoky plaza
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for toonlit shaders

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do i need to download it

lime parrot
smoky plaza
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i did it

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already

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angel

lime parrot
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Poiyomi not silents shader right

smoky plaza
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no toonlit

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i need to see if it worked

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if its in my list it worked right

modern seal
modern seal
pine venture
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So I'm attempting to try to create a Parallax effect

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Ideally I want it to look kinda like an infinite mirror

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But I'm not quite having as much luck on it as I hoped

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Any ideas/tutorials I could try?

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Nevermind I figured it out

past pewter
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oh sweet thanks for the script

north condor
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Not sure were to ask but where can I get a sparkly shader, like to make textures sparkly

coral carbon
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I've seen some avatars have little audio spectrum graphs that react when the person speaks, but I can't find much with regards to how this is achieved on avatars. Anyone have any pointers?

steady hamlet
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anyone knows why outlines look weird like this?

tired token
sharp pike
tired token
tired token
lofty dragon
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I'm trying to remember the name of a type of shader

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It's a shader that applies a texture to a model but without UVS

tired token
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Triplanar?

lofty dragon
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it's just kinda blurs all the directions together

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good for rocks and stuff

lofty dragon
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Do you know any good ones for VRChat?

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I want to make a world with a bunch of rocks

tired token
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Made for VRChat by a VRChatter

lofty dragon
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compatible with bakery?

tired token
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Define compatible

lofty dragon
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won't look bad if I use bakery

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because I like using it

tired token
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Yes, the Author uses Bakery too.

lofty dragon
tired token
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No

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It's a template creator

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read the readme :P

lofty dragon
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Ah, got it

steady hamlet
knotty iris
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So im looking to instance UV animations to merge objects into one billboard flipbook animation
it turns 5 individual meshes into one skinned mesh, but thats the only way i can think to reduce the material count on my av

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i guess my question is this: ive got 5 models with 1 shader each that has 1 of 10 sprites displayed on each, and i want to merge them into 1 skinned mesh with 1 material
I dont know how to instantiate each individual object as a UV island tho, only influence the entire UV as a whole

keen forge
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that might work

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tho idk

burnt rivet
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is anyone aware of any shaders with a good SSS model?

sharp pike
# burnt rivet is anyone aware of any shaders with a good SSS model?

Silent has SSS in their shader https://gitlab.com/s-ilent/SCSS They also have a version of the Standard shader with the addition of SSS https://gitlab.com/s-ilent/standard-subsurface-scattering

meager plover
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Any tutorials on how to make rainy windows, or any rainy window shaders? I've been trying to look on how to make one, but can't find any working shaders/ good tutorials

meager plover
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Welp right when I ask this I find one lol

proven flare
proven wren
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Hi, weird question. I got permission to port a game's world to VRChat, and I've been having problems recreating this one shader. In game there are these objects that are around light sources making fake lighting, and anything entering the objects gets a bit brighter, as does the ground the lighting touches, but it does not render against anything it doesn't touch. Is this something I'd need to break out custom shader writing for?

dawn seal
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Aight so I got a quick question about stencil shading, I'm trying to make a little sequence fit on a screen, and I used a stencil shader to make sure that if things go off screen they get derendered.
only problem is, I can't seem to control which object is rendered in front, any way you can control it?

sharp pike
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Write your stencil on a lower render queue than the thing that is going to check the stencil value

dawn seal
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that unfortunately doesn't work for some reason

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basically trying to get the tall guy to not constantly overrender lucas

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lucas, the guy, and the background are all separate planes, the object that's writing the stencil's a radius around the screen so I can have the background move around freely

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... aight so nevermind cuz it randomly decided to work

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we take those

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only problem now it overrenders my avatar

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alright so for now I substituted that by having my avatar's material write the stencil to zero

crude trellis
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Someone help me out? I'm using Poiyomi's toon shaders. My texture for skin is white, but for some reason it just comes out... Well, skin colored

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vs the pure white on the texture

chilly vine
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I think that is due to the lighting. A couple of ideas is to adjust any RGB options in the lights and shadows or turn on monochrome lighting. Whichever looks better to your eyes.

crude trellis
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Oh. Somehow the light itself got colored

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weird

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fixed now

ocean ocean
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Does anyone know if there is a shader that can "cover" the world with a texture?

trim heath
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Is there a way to animate the texture reference in a material or do we have to swap the material itself to animate texture changes?

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(picture me scrolling through Poiyomi's massive list of keys without being sure what to look for)

sharp pike
#

Changing a texture property of a material by animation will affect all other materials on that same mesh too, changing the same texture property of those materials too if such a texture property exists.

trim heath
#

So it's really only viable for accessory objects with one material?

sharp pike
#

Yeah, or if you have a special shader on one of the materials.

Poiyomi shader also has something special where it can rename the properties you leave unlocked so each baked material has a different name for that property and you can animated them separately.

bleak abyss
#

Hey everyone, just a little question over here, is there a way to do shader transparency, with whitelisted shaders (Still viewable by others, even if shaders are blocked by safety settings) while it being non-emissive? I'm trying to make it so that most player can see my avatar blush for example. I've tried some of the pre-compiled shader like Unlit/Transparant, but this one, for example, make my blush glow in the dark. I also tried mobile/particule/multiply, which give me a good result, but doesn't seem to work for people who deactivate shaders in safety settings.

steep aspen
little cape
knotty iris
#

Anyone know a shader that overrides vision of people inside the radius?
I want to override my own vision with a visual effect, but can only do that with planes that can get stuff in front of them, and is probably less efficient since i render the other things anyway even thru opacity 1

simple shadow
#

@knotty iris You mean just a screen space shader that effects the user and all those in a radius around them? Or like a hud that you want anyone around you to have?

Been playing with modifying errors HUD shader with some success to do something more like the Cherub bot HUD. Finally think I understand how it works to get the HUD to always follow your view within the radius.

#

Though that HUD is done via a mesh that's attached to the avatar and the shader on it transforming the verts to your viewspace instead of worldspace from what I can tell so far.

knotty iris
#

Looking for screenspace moreso
Unless you can apply a HUD to the full screen at full opacity

simple shadow
#

Not sure about that. I mean, the HUD seems to apply to the full screen regardless of view orientation by when the HUD mesh is rendered it just transforms the vertices in the vertex shader to take up the full viewport, and then renders the image over that in the fragment shader. I haven't gotten to try it with someone else but I'm assuming it's like any other shader where if someone looks at it you could render in their viewport.

#

Though that would mean if they look away from it then I guess it wouldn't render in their display. Not sure how they've done the ones that change your view regardless of where you're looking.

#

Unless there's a GIANT sphere attached to the avatar so no matter where you look you're viewing that mesh while inside it.

#

If that's the case I imagine it's a sphere with the normals pointing in so it's only visible once you step inside it?

knotty iris
#

Another element ive been looking for is eye discrimination, but only found cancerspace to fit almost all the boxes

#

An option to have the UI only be visible to the viewport and not mirrors/cams'd be handy too

#

I'd mashed together a billboard flipbook shader before but thats about all the experience i got- screenspace seems doable enough if i figure out that stretch-to-screen method, but selecting only the specific viewport cam's probably a little over my head

simple shadow
#

I'm still looking at that part of code myself to understand why the mesh has to be oriented in a specific direction in the .fbx file for errors hud to work.

sharp pike
#

I would guess that the vertex shader doesn't rotate the mesh at all, going straight from object-space to 'in-front-of-your-face-space'

simple shadow
#

Yeah. That's what this section in there is doing but I don't fully follow justyet.

#

Doh..

#

No code posting.

#

Transform the verticies to the players camera. Consider the fact that the positions of the vertices are referenced with respect to the center of the object. We want to move them to be centered on the camera. If we assume that the vertices are in fact referenced with respect to the camera, our job is already done. We just need to transform them from camera space to clip space instead of object to clip. In most cases, you can assume the coordinates are directly in clip space and you do not even need to convert anything. However, that doesn't seem to work in this case for some reason. I transform from camera to world to object to clip, which is extremely round-about and ideally you shouldn't do it this way for screen-space shaders. I'm too lazy to figure out what's wrong though, so I'm keeping it.

#

The process makes sense(ish).. but 2 large glasses of wine at 1AM and reading this and the code didn't help understand it last night.

#

Oh durp. If we assume that the vertices are in fact referenced with respect to the camera. That's probably why it had to be in the specific orientation inside the FBX file.

simple shadow
#

That was it. But they're adjusting by some stereo convergence factor that needs some tweaking. Otherwise the HUD appears always on your screen but has this unnatural feeling of being really far away even when shown on top of things that are close which is really unnerrving.

elfin sky
#

is there an easy way to have a shader do something once every X frames? because _Time is in seconds and fps can be wildly inconsistent in this game, the only way I can think of is to store some sort of counter value in a pixel on the edge of your screen and then use a grab pass to get it, which is not an ideal solution.

#

Alternative bad solution would be to have a 1-pixel render texture and a second shader for that texture whose only job is to count frames

harsh violet
#

Quick question how would I go about making my own shader?

pine venture
#

As for how to make something workable, unity tutorials are your best bet

pine venture
elfin sky
pine venture
#

Neat

quick loom
#

anyone know where I can find a water shader/material/texture whatever. I need to add water to my hot tub. I added a plane at the surface, think I just need a water material now

velvet sorrel
zenith cairn
#

poiyomi isnt showing advanced options anymore how can I fix this?

#

I only have two options now poiyomi toon and extras

fringe perch
#

@zenith cairn it's a single shader

#

select Poiyomi toon

quick loom
uneven loom
#

you put it in your Unity asset folder and then the drop-down menu for shaders in your material will have it available

lofty dragon
#

What was the name of that interactive water shader again?

#

the one that splashes when you touch it

long marlin
#

Anyone know a shader that supports wireframe, emission and hue shift?

smoky plaza
#

how do i get PoiToon Shader

hexed garden
upper wagon
#

Is anyone aware of any easy tools to convert from shatertoy to unity? All I find on google is shaderman, which no longer works

past pewter
#

does anyone know some good fire shaders to maybe replicate this look?

safe geyser
#

Hey all. I made some very simple modifications to error's hud shader's default mesh (deleted some stuff, moved some stuff around), imported it into my project, added it to my avatar using the documented procedure and assigned the default material to it, but it doesn't seem to render anything (as long as the shader is in use). The mesh that comes with the shader renders just fine. What are my options here? How can I figure out what's going wrong?

safe geyser
#

Hmm. Simply importing and exporting the default mesh to and from blender, with no other changes, breaks the hud. Still trying to figure out why

#

Ok, this is leaving the realm of shaders, but regardless of whether I enable or disable apply unit when exporting, the object in the fbx is set as scaled to 100,100,100 in unity. In blender it always shows 1,1,1 everywhere

#

Fixed the scaling issues by scaling up to 100x, applying scale and exporting with better fbx exporter with a scale of 1. Now the mesh has the correct size with the scale set to 1,1,1. Unfortunately, still not rendering!

#

Fully fixed, not quite sure why but there we go šŸ˜„ The shader was innocent

storm raft
#

Anyone know how to get shader that aren’t based on the lighting of the world, for example most shaders don’t show shadows in among us while some avatars do, mainly the shadows

sick cargo
wild juniper
#

I'm sorry for the stupid question! I was wondering if I could get help with backup shaders, though. I'm aware of the shader blocking system - it seems to default me to using the standard shader as opposed to toon when the avatars shaders are turned off. How exactly do you set the parameters defined here?
https://docs.vrchat.com/docs/shader-fallback-system

wild juniper
sharp pike
#

That can be enough depending on what you're trying to get. Sticking in 'Toon' should be enough for a toon fallback. Note that if you need culling off, you'll need to get it to fall back to Toon/Lit (Double) instead.

#

(or Toon/Lit Cutout (Double) if you're using cutout rather than opaque)

wild juniper
#

Awesome, thank you! To be perfectly honest I'm still kind of bumbling my way through things when it comes to shaders so it'll probably be a little bit trial and error for me, but this should be enough to at least get started. I really appreciate the help again!

storm raft
sharp pike
#

A lot of shaders will add fake 'shadows' based on the lighting in the world, probably like you're seeing here. A lot of toon-like shaders use a light ramp texture to achieve the toon effect by mapping the lighting in the world to that ramp texture instead of having the lighting be smooth like real light. For those shaders, you can usually replace the light ramp texture with one that is completely white (or set the texture to 'none' as there's a good chance it'll default to white), this will usually make the fake 'shadows' on the avatar just as bright as the well lit areas of the avatar. There's no way you need poiyomi pro for something like that, it's pretty standard in toon-like shaders.

#

Another way some shaders do the toon lighting is by letting you specify a 'shade' colour or texture, in that case you would set the shade texture/colour to be the same as the normal texture/colour.

acoustic oak
#

If you don't want shadows pretty much every toon shader supports toggling them off. That's always going to get you better results than using a fake ramp.

#

But it sounds like he wants shadows that use a static light direction, ignoring the world values

#

Which most toon shaders also support

sharp pike
#

I don't think toggling lighting (or static light direction) based shading off entirely is a common option, since it's usually unnecessary outside of making the shader easier to use since the same effect can be achieved using the ramp. I think it'd be odd to have a shader that acts different when using a ramp with no effect and with the ramp option disabled, there shouldn't be 'better results', they should be the same. But, if there is such an option to disable the lighting, then yeah, use it, it's simpler.

sharp pike
night plaza
#

Hey, I'm looking for a shader which I could use to make this "gem"

hasty raven
#

I need help

#

so basically, I import the Mochie Shader into unity and for some reason the menus appear differently

#

what do I do?

#

it's the display that concerns me

#

oof the UI is fucked up

#

how do I fix it?

#

help me out with this please guys

#

I don't know what else to do

#

I could really use some help

safe geyser
#

You could try asking the author of the shader

hasty raven
#

I already have

#

I'm asking people for help as well

pure raven
night plaza
#

I could just make it as is and give it some shine or crystal transparrency. But I wondered if there was a shader which could give me more of a swirling colours or something

safe geyser
#

Stumped trying to figure out why there are missing "rectangles" in the hud shader output (it should display four :D all alike)

#

I can't find any difference in the four meshes

#

Still looking I guess

cloud gate
#

I need help with my quest avatar, the texture in unity is set to "vrchat mobile toon" but the textures in the game are flickering light to dark

hasty raven
#

dammit guys

safe geyser
#

You have errors that appear specific to your shader, so if the shader author won't help you have to wait until someone who has used it in the past drops by, or be willing to dig into the shader yourself

hasty raven
#

good point

cloud gate
simple shadow
#

@safe geyser Did you attach the HUD mesh to the head bone or the neck bone? I often forget to attach it to the neck bone instead and it just doesn't show up in game due to the way it seems to be scaling that bone.

I also found there was some import options on the mesh that needed to be switched in terms of units for it to work. If you want DM me and I can let you know if I've figured out whatever issue you're having. Currently cleaning up and rewriting that shader.

#

The biggest PITA so far has been trying to get the depth and stereo convergence dialed in but finally set up a way to tweak it in game and pull out the settings I need for it to look correct.

safe geyser
#

It was in the neck, it was mesh troubles

vestal thorn
#

requesting shader backup. I've been checking out a lot of models from sketchfab and they all seem to have the shaders locked. Is there a way to fix this? Also whats a good source for world models/assets?

vestal thorn
#

figured it out

pure raven
#

@cloud gate I struggle to understand how one would do this; let alone by accident…

lucid spindle
#

currently trying to figure out how to make a transparency shader that still receives direct specular light at 0% opacity like standard, but the only way i can think of uses a grab pass and id like to avoid that if possible. would anyone happen to know how to accomplish this? (diffuse is controlled by opacity but specular isn't)

sharp pike
lucid spindle
#

it is and im trying to replicate the behavior in a custom shader for a protect im working on

sharp pike
#

All of the standard shader code is available for download if that's something you think you'd be able to look through. Though I'm trying to remember the tutorial series I've used for unity shaders that probably has a section for transparent materials, I think it would be a lot easier.

lucid spindle
#

right i forgot about that, ill see if i can reverse engineer standards transparent blend mode

#

strong feeling it might be a multipass mode though

sharp pike
lucid spindle
#

ah thanks

sharp pike
#

I can tell you that Unity 2018.4's Standard shader uses a PreMultiplyAlpha function defined in UnityStandardUtils.cginc, which Silent uses in SCSS here https://gitlab.com/s-ilent/SCSS/-/blob/crosstone-testing/Assets/Silent's Cel Shading Shader/Shaders/SCSS_Forward.cginc#L293 I find their SCSS well commented and organised and good to learn from.

cloud gate
#

@pure raven idk why it is doing it, I put it correctly and use toon lite but anytime I movey hands it's acting like there a light source on the hands

velvet sorrel
lucid spindle
velvet sorrel
#

Are you using Amplify?

#

It has a bug where using One OneMinusSrcAlpha will set the mode to "premultiplied" and it will insert col.rgb *= col.a at the end of your code and ruin it, so you must set it to Custom

lucid spindle
uneven loom
#

yeah that's a world only Shader

past pewter
#

hello im just wondering why my emissions on my poiyomi shaders arent showing up in vrchat they lock but do not show up am i missing a step?

wary junco
#

What is the best way to disable a material? Ideally not render it at all, and fallback to a invisible cutout in case shaders are blocked?

wary junco
#

would be nice to get an actual Mobile/Unlit, not sure why it's missing

#

it's more optimized than emission

left orbit
#

I need a Quest supported unlit

wary junco
#

As above, Standard Lite using full emission

#

same result as unlit

left orbit
#

ohhhh

wary junco
#

Though toon will just give you flat ambient-lit which is preferable in most situations

left orbit
#

toon screws up the UVs somehow

#

A certain part of the avatar has the UVs darkened, even when the texture is removed

wary junco
#

Standard Lite will probably do the same, it's not UV's, your model has some vertex colors that need to be removed

#

most quest shaders check vertex color and actually use that data and multiply it with the diffuse texture

#

in blender go to vertex colors and delete the entery

#

it's in the same location as the uvmaps/shapekeys/vertgroups

left orbit
#

Well who'd'a thunk, thanks!

#

That fixed it

wary junco
#

I'm trying to make a shader that is always invisible and has a fallback that is also invisible, but VRChat is falling this back to a white standard shader

cloud gate
#

Anyway I can fix my quest avatar? In so.e worlds her textures go dark, she's set with vrc/mobile/toon lite

tawdry girder
#

anyone know how i can get/make a working night vision shader? i found one on Booth which looks like night vision, but it doesnt actually work in the dark when i get in VRC

left orbit
# wary junco

What exactly is the point of making a shader that's invisible? Why not just disable the mesh renderer so the object is invisible?

wary junco
#

to avoid extra mesh renders

uneven loom
#

yeah but you're still need to process all those triangles even if they are invisible so I'm not sure if that's actually better from a actual performance standpoint not trying to cheese the upload system

wary junco
#

not if no render

#

they are not invisible just not drawn

uneven loom
#

yeah but if they are sharing a skinned mesh render with something that you can see it would still need to process it some to go okay don't render these particular triangles?

wary junco
#

i swap to a shader that does render

uneven loom
#

okay but how does that work for a toggling on-and-off prop as would either be rendering all of them or none of them because it only be one Shader active at any given time

wary junco
#

prop is its own material slot

left orbit
#

If it's its own material, what gains do you have for keeping it on the same object?

uneven loom
#

other than cheesing the uploader which is a simplification of performance

wary junco
#

1 less mesh render and 1 less total material slot

last nexus
#

You can skin the prop to an extra bone. When you want to hide the prop, just set the bone scale to zero

wary junco
#

ā€œMaking it a separate mesh renderā€ means making like 5 separate skinned mesh renders instead of just being the 5 mats

#

I eventually got it working. Turns out my shader needed ā€œToonā€ in its name or it would not fallback to a cutout-enabled shader

#

Apparently the logic to fall back to standard cutout does not work, it falls back to standard opaque instead. So you have to make it fall back to toon cutout

#

Wonder if that’s a bug

safe geyser
#

Question: I have some shaders with properties defined like this: [Toggle(_)] _Name ...etc
The SDK says they're using the shader keyword "_", but as far as I can tell the _ isn't actually being used for anything. Can I delete the keyword without breaking the shader?

wary junco
safe geyser
#

No, I didn't make these shaders

#

Can I just put [Toggle] then?

wild heart
#

these 2 shaders at the top got huge out of no where and i dont understand why is there a way to reduce the size or am i stuck with this issue

#

please @ me or dm me if u know how to fix this

little cape
wild heart
#

that doesnt really help honestly

tiny wave
#

is there any shader that is vrchat compatible that can help me achieve this effect?

#

all of my meshes are seperated ATM, im just testing my avatars

potent talon
#

is there any free slime shaders?

pure raven
#

@tiny wave A cutout shader

mental mango
#

poiyomi shader's not showing the toon shader option when i try to change a shader to it

#

nvm i was on android build settings

velvet sorrel
#

If you use [Toggle] it will add more keywords. Toggle(_) is a workaround to avoid that.

safe geyser
#

Ooo, thanks

sharp pike
wary junco
wary junco
#

I combine all my skinned mesh renders so they become separate materials on a single skinned mesh instead. When I want them hidden I give them a no render shader that falls back to invisible cutout if blocked

sharp pike
#

I heard people talk about shaders that have no draw calls, but couldn't find examples. I found that I could add these these SubShader Tags and Pass Tags to get rid of the draw call entirely, but I don't know if there's any negative consequences from doing this.

        Tags {"IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"}
        Pass {
            Tags {"LightMode" = "ShadowCaster"}
        }
    }```
#

IgnoreProjector isn't needed, but I guess it's probably a good thing to leave there.

wary junco
#

I’ll try it out. Thank you

#

I do need some cutout parameters so that they get passed down to a cutout fallback shader (need a maintex, and a cutoff value, and be flagged as alpha test)
Otherwise it will fall back to opaque when shader blocked

sharp pike
#

The full shader I've been using is

Shader "Em/NoPass_ToonCutoutFallback" {
    Properties {
      // _Color property must be present
      [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"}
        }
    }
}```
wary junco
#

ā€œName must be toon cutout, just cutout is not enoughā€ā€

#

Yep found that out myself too

sharp pike
#

Yeah, tried everything I could think of to get standard cutout fallback to work

sharp pike
#

The toon cutout fallback casts and receives shadows for me, not sure if it's my setup or just an issue in general.

wary junco
#

I’ll have to check that one myself. Never took notice. Should make a shadow testing world

#

Not sure if the fallback inherits those parameters or not you could try creating them

#

Or try giving maintex an actual transparent texture since it will default to white opaque

sharp pike
#

Yeah, I didn't try anything with maintex.

wary junco
#

If you don’t provide one I think the shadow rendering is just going to default

#

Unity shadows tend to not have any knowledge of shaders

sharp pike
#

Wouldn't it be entirely down to the shadowcaster pass of the fallback shader?

wary junco
#

I’ve never used _color for alpha before so it’s new to me. I’ve always used alpha from texture

sharp pike
#

I need to look into shadowcaster passes at some point, I'm still using the one shaderforge made from when I was still using that.

lofty dragon
#

What happened to mirror reflections in silvr water?

#

I've been trying to set up the newest version and I can't seem to find the mirror stuff

hasty raven
#

does anybody have a TF2 shader that is accurate to the game?

subtle timber
#

Does anyone know the name of the slime shader that warps when touched? It uses CameraDepthTexture. It might be AkaiMage's Collision Shader, but I'm not sure.

tired token
hasty raven
#

I might have a theory about the Team Fortress 2 shader......they used an exponent texture for the lightwarp and the rimlight from what I've seen in the movies an in the games as well. it's difficult to replicate because I don't have an expert who can help me out on that, which is why I was dming many members of this channel here to get a good idea as to what is going on

hasty raven
#

are there any shaders that show speculars that look like SFM speculars?

#

Source Filmmaker

#

anybody got that?

sharp pike
hasty raven
#

alright

#

thanks

#

there's only the 2019 parts tho

#

oh wait I see it

#

Who here knows how to code?

lofty dragon
#

That's a pretty vague question

#

what do you need?

hasty raven
#

To make it models look like it came out of 3ds max

lofty dragon
#

what do you mean?

hasty raven
#

Like the Five Nights at Freddy's models

lofty dragon
#

which ones?

#

that's a big series

hasty raven
#

Springtrap

lofty dragon
#

no, i mean which game

#

They tend to be different visually

hasty raven
#

Five Nights at Freddy's 3

#

But they used the same software

lofty dragon
#

I don't think you'd need a custom shader for that

#

standard should do it

hasty raven
#

Alright

lofty dragon
#

the only issue is that it might be hard finding a good model

#

I'm guessing the models in-game are pre-rendered

hasty raven
#

Allow me to prove you wrong. Allow me to show you the future

fringe sand
#

Does anyone have the Super Smash Bros. Ultimate Shader? I found that one existed on the Google Docs page, but the link has been deleted.

sharp pike
#

You could try politely asking the creator of it, which appears to be Magic Monkey#1234 from the sites I can see talking about the shader.

harsh violet
#

Does anyone know what shader I can use to get this level of detail I wanna make it look as close to the game as possible this is a screenshot from the game it’s very anime like so I just need a shader that’ll do the trick so I can use it on all the avatars I do.

velvet sorrel
#

A lot of that comes down to the model used, but try my shader! It's in the pins

harsh violet
potent talon
#

what does the audio link do on the mochie shader?

hardy dagger
#

most likely makes it glow

devout lily
#

I think this is the right chat for this? How do I get these eyes to render over the visor in Unity? I tried Googling it, but everything I came across was way too complicated, so I'm gonna try my luck and see if anyone can dumb it down for me.

#

Like, I want them to shine through the visor, you know?

past pewter
#

Are the visor and the eyes separate meshes?

hasty raven
#

question guys, anyone know what an Emissive Multiplier is?

#

you know, for unreal engine?

lethal rock
#

probably multiplies the emission output to make it brighter or dimmer

devout lily
#

@past pewter Yeah, they’re separate. Someone once suggested baking them into the visor, but I don’t think it’d look the same.

#

I got it in Blender, but only because I used a pre-existing polygon I got online that had whatever setting it needed to go over the visor like that.

devout lily
#

I’ll be sure to try that in Unity when I get back on my PC

#

Thanks!

past pewter
devout lily
#

What’s an emission btw?

brittle plinth
#

Makes it glow

#

There are also ways to make the eyes render over the visor though, that might be what you want instead.

devout lily
#

I do want a slight glow, but yes, I mostly just want it rendered over the visor.

tired cliff
#

Do the eyes have any movement? If not you could just move them very slightly in front of the visor.

#

Assuming those are 2D eyes and aren't directly textured onto the face anyways...

brittle plinth
devout lily
#

@tired cliff The eyes don't have movement, but they are white squares I placed between these eye holes. I was going to just make the eyehole mesh green and bring it up front, but something about it didn't look right.

devout lily
brittle plinth
#

I’m not exactly sure how to do a stencil, since I’ve never used it before, but you could probably find a public shader that supports it.

devout lily
#

I DID IT! Thanks so much, everyone!

#

I ended up copying code from a shader I found and just turned on ZTest and ZWrite.

hexed garden
safe geyser
#

I've already been told, and I did make that change, thanks!

hexed garden
#

my bad šŸ˜…

safe geyser
tiny wave
#

I keep on seeing that you can have Shaders react inside a Sphere, making a shader affect everyone's vision, but is it possible to just limit it to the avatar's body?

potent talon
#

what shader can keep the metallic texture on a model? the shaders i find doesnt seem to make it metallic at all :/

tiny wave
#

Is it possible to have an overlay shader that DOESNT move with the camera?

#

I keep getting really nautious looking at my overlays follow the orientation of my VR Headset

obtuse heron
#

Anyone ever have an issue where Rim Lighting just... doesn't go away?

potent talon
#

Anyone have a dissolve shader? Kind of like Lokis Magic if that makes sense

#

Almost like this

fierce swallow
vocal osprey
#

a question, in a dissolve shader, could it be possible to say, your avatar's shader all turns to gold color?

modest galleon
#

anyone know how to change shaders for this? I've imported it from roblox, and I can't change the shader option

bitter bane
#

on the model import tab on the Inspector when selecting the model, change material location to External, or possibly just drag the material out of the model

bitter bane
#

click and drag, same as you would do moving a file in windows between folders

modest galleon
#

all it did was just drag the whole thing

bitter bane
#

did you drag the material, not the avatar?

modest galleon
#

yeah I did drag only the material

#

anyway I can just separate the whole thing

bitter bane
modest galleon
#

ok ive got it

#

thank you

bitter bane
#

Sorry I didn't just send you that first, would have saved you time

modest galleon
#

its ok

#

im still new to this thing so im trying to explore how do this avatar stuff

#

I should read the manual but I can't focuse on that

hollow sierra
#

Does anyone can help me, i cant use the unity package of audio link because this message keep appearing

#

Assets\AudioLink\Scripts\AudioLink.cs(184,28): error CS0117: 'Networking' does not contain a definition for 'IsInstanceOwner'

brittle plinth
#

First guess would be that it's using stuff that got deprecated and removed from newer versions of Unity. This is really more of a scripting issue btw, not shaders.

glacial abyss
#

Hmm. I was just using AudioLink in a newer version. What SDK and version are you using?

#

But @hollow sierra if you'd like, you can comment that out. It was informational to shaders, and I don't believe anyone uses that feature yet.

hollow sierra
#

It was fixed by the sdk being updated thanks

glacial abyss
#

Ah, gotcha.

hasty raven
#

Question everybody

#

How do I get this effect in unity?

#

Hold on a sec

#

Once the official models arrive, I'm planning on re creating the FNAF3 building called Fazbear's Fright

#

How do I get the look?

#

The screen space reflection

hasty raven
#

Anyone?

#

Hello?

#

I need help with re-creating

#

Anyone got anything?

chrome dawn
# hasty raven Anyone got anything?

You can do that with a Reflection Probe. For the Flor use a Standard Shader with AlbedoTexture, NormalMap,MetalicMap and maybe a RoughnesMap (NOTE: Please bake the ReflectionProbe for better Performance)((The RoughnesMap can be used in the Shader Autodesk Interactive))

hasty raven
#

Alright then

#

Thanks

azure pike
#

I want to change the render queue on some shaders (poiyomi) however I cant, (it just resets back to 2000); how can i override this?

fair night
#

So... I'm trying to do something to allow a single material to be animated without affecting other parts of a single object. I figured I'd ask the question here...

#

On a single object... If I animate (for example) the emission, it'll effect every shader in the list that happens to use _Emission

#

can I do something like this to make them unique while still only using one shader?

#
_Hue+_ID ("Hue Offset", Range(0,360)) = 0
_Saturation+_ID ("Saturation", Range(0,1)) = 1
_Brightness+_ID ("Brightness", Range(0,2)) = .5```
#

That code isn't valid, but I'm wondering if there's a correct syntax for appending an "ID" to a property name.

lone scarab
#

Does anyone know a good way (or asset) to make good looking volumetric spotlights that are VRChat compatible?

proven idol
#

so i know its no big deal and its easily bypassed, but when i import this model into unity after some blender editing, all the materials are transparent. unity says theyre all "standard" shaders but ive never seen this before. all the materials are standard shaders with no texture. i thought that if that were the case, shouldnt they be a solid white or gray? weird.... im only curious

foggy mauve
#

So I keep seeing it said that Additive is the most dangerous shader - why exactly is that?

proven idol
lone scarab
#

šŸ¤”

keen kite
#

So I'm trying to upload but one shader is screwed up and there's an error shader and I cant find them

brittle plinth
#

At its core that light decal shader is really just using the texture as both emission and transparency, but I could send it over if you want.

#

And this is what the planes look like on the main eye, I hid the other ones

lone scarab
lone scarab
#

Thank you so much

lone scarab
#

This is essentially what I'm using the spotlight effect for @brittle plinth

brittle plinth
#

Ooh, nice

lone scarab
#

But unfortunately those spotlights don't work in VRChat.

#

Which was why I was looking for alternative ways of achieving that same look that would be compatible with the game.

last nexus
lone scarab
#

Y'know, I actually just bought that a couple of hours ago cause I saw that it was made for VRChat usage and thought it was perfect.

past pewter
# lone scarab

r u using line renders for any of those spotlights by chance

lone scarab
#

No I'm using the prefab that lox linked above

indigo echo
#

saw an avatar with a really good fur shader but i dont think it was poiyomis, anyone got any good fur shaders?

little cape
#

There is XSFur by Xiexe, it can be bought on Booth.

lofty dragon
#

Is there a good shader for fake fog?

#

I want to have a tall building that fades out at the top

#

citadel-style

#

ideally, a shader I can apply to a cube or something and then position manually

sharp pike
#

Looks like whoever made that jacket mirrored one side and then didn't flip the normals of the mirrored side. I guess this quest shader has backface culling on. Basically, one side of your jacket is inside out, it's a problem with the jacket.

candid gulch
#

thanks

past pewter
next gull
#

Hey I'm looking for a shader i saw on several avatars that looks like it animates the surface of a mesh look kind of like fire, or like something is on fire, its really wavy and can be edited for any color?

sharp pike
next gull
#

ty ty

cloud plover
#

Is there/this a shader that you can do 3D effects based off of the same map you would use for emissions

#

Tag me plz!

cloud plover
#

@sharp pike

sharp pike
#

No idea, I haven't used the shader

versed onyx
#

Do you know where I can find a RainShader like this

uneven loom
fast crow
#

i think you looking for that one

tired token
#

Yeah but that ain't free nor performant smart

past pewter
tired token
#

Somebody has already made a pretty decent one

brittle plinth
#

Is there any way to have a shader on an avatar react to the user's voice? I want to have a piece in the avatar's mouth that glows when speaking.

glacial abyss
#

Unfortunately, no. We've wanted this for a long time and VRC keeps saying it's a deeper, legal-ish / policy-ish issue.

#

You can react to visemes, though.

crystal solar
#

You probably could set something up with lip-sync, but not much else.

brittle plinth
#

Hm. That sucks.

light urchin
# brittle plinth Is there any way to have a shader on an avatar react to the user's voice? I want...

If you just want a basic glow whenever you talk that can be easily done with AV 3.0 Animator Parameters and having a animations that animates the material
https://docs.vrchat.com/docs/animator-parameters

wicked grotto
agile totem
grave crag
# agile totem Ask the world creator? <@418996306430918656>

Not a Shader, but here is the gimmick
https://virtual-boys.booth.pm/items/2059157

VRChatćƒÆćƒ¼ćƒ«ćƒ‰ć§ä½æćˆć‚‹ćƒ‰ćƒƒćƒšćƒ«ć‚²ćƒ³ć‚¬ćƒ¼ć‚·ć‚¹ćƒ†ćƒ ć®Prefab恧恙怂VRCSDK2ęƒ³å®šć§ć™ćŒå°†ę„ēš„ć«VRCSDK3ć«ć‚‚åÆ¾åæœć™ć‚‹ć‹ć‚‚ć—ć‚Œć¾ć›ć‚“ć€‚ä»„äø‹ć®ćƒÆćƒ¼ćƒ«ćƒ‰ć§ä½“éØ“ć§ćć¾ć™ć€‚ https://www.vrchat.com/home/world/wrld_da406b46-7f8b-4251-a2ec-e6e6e56a62ef ā—‡åˆ©ē”Øč¦ē“„ā—‡ åÆ¾č±”ć‚³ćƒ³ćƒ†ćƒ³ćƒ„ć®åˆ©ē”ØęØ©åˆ©ć®č²©å£²ćØćŖć‚Šć¾ć™ć€‚ć‚³ćƒ³ćƒ†ćƒ³ćƒ„ć‚’ę”¹å¤‰ćŠć‚ˆć³ä»»ę„ćƒ”ćƒ‡ć‚£ć‚¢ć§åˆ©ē”Øć™ć‚‹ć“ćØćŒć§ćć¾ć™ć€‚ ćŸć ć—äø‹čØ˜ć‚’ē¦ę­¢ć—ć¾ć™ć€‚ ćƒ»ä»–äŗŗćŒåˆ©ē”Øć§ćć‚‹ć‚ˆć†ć«ć—ć€č‘—ä½œč€…ć®č²©å£²ć‚’é˜»å®³ć™ć‚‹ć“ćØć€‚

agile totem
#

I was also always thinking it was something with a camera. Cant really read the language and my translator doesnt seem to be strong enough. Hope the asset helps you @wicked grotto

wicked grotto
jovial raven
#

water shader / asure sky isnt working with vrchat

cloud plover
#

Do that dog water shader

#

I use this on my world and it’s great

#

Realistic water and optimized (mostly)

soft mantle
#

Anyone know of a sensible way to add crease/sharp edge highlights in Poi? I don't wanna have to add a buncha bevels and do weird stuff with the UV if I can avoid it.

#

This sort of "edge paint" look is what I'm aiming for.

ebon holly
#

Where does this go in Unity?

spring bronze
#

the vertical ones look like they're built into the texture

hasty raven
soft mantle
#

*sgonna

spring bronze
#

poiyomi wireframe can do something similar but there's no way to differentiate between vertical lines and horizontal ones

lilac pulsar
#

Would anyone mind helping me set up eHUD on my avatar?

jovial raven
brittle plinth
#

At least, I think that’s what it is.

ebon holly
hasty raven
#

Question guys

#

If I'm looking for making Five Nights at Freddy's shaders, what should be made to make this?

uneven loom
#

you could probably just make that with the standard Shader and some proper PBR material Maps

hasty raven
#

I wish I could say this would be that simple

#

but it's not

hasty raven
#

what about this?

#

is it possible to make skin like this in unity?

#

it's a testing thing

real maple
#

I'm looking for stylized grass shader

vocal vine
#

Hello! I bake light in my world with Bakery GPU plugin.., but when i using any water shader (clear water, perfect water etc,,) I lose depth and fog in the water. what ideas to bake properly ?

soft mantle
#

Is there a reasonable way to add a sort of "brush stroke" look to the shadows in Poi Toon?

#

My plan is to have a brush-inked look for deep shadows.

uneven loom
hasty raven
#

which uses alloy shader

uneven loom
#

the standard Shader is also a PBR Shader

hasty raven
#

but it doesn't use subsurface scattering

uneven loom
#

here's a version that does

hasty raven
#

thanks

graceful anchor
#

Is there a shader that’s quest compatible where I can use to lit it on and off gradually instead of on and off like a switch?

crystal solar
#

So, if you're looking for a solution for avatars, not really.

graceful anchor
#

@crystal solar @uneven loom The shader will be use for world creation. From what I see it lacks the slider to gradually go from lit to unlit and vice versa.

lost mantle
graceful anchor
lost mantle
#

In that case, I am no help. Sorry.

graceful anchor
#

No need to apologies, tis all good šŸ‘Œ

unborn bridge
#

One message removed from a suspended account.

modest galleon
#

hey I need some help on some shaders, im using poiyomi and trying to add outfits to my avatar, but for some reason it just won't turn on, i've set the values correct, the animations seem fine, and other objects work when I turn it on in the animation, its just the shader in the animation won't turn on https://youtu.be/RtfUW_BqzLY

vocal vine
#

Hi! is it possible to mix two or more materials through a mask? Maybe shader or smth? This is necessary to paint an polygon mesh object. According to the principle of how we color the terrain in unity, mixing for exmple, grass and dirt textures

tulip flame
#

Idk if this is where I ask, but is there finally a cutout shader for quest?
Ping me when someone has answer.. o.o

little cape
#

Nope and probably will never be. Too expensive to mobile hardware.

brittle plinth
#

You’re thinking of alpha blend. Cutout for Quest is already a feature.

tulip flame
#

I tried lol

indigo echo
#

texture blending is gone from poiyomi, whats the equivalent setting now?

fringe perch
#

@indigo echo texture blending in what way

indigo echo
#

like imagine a moving river

#

idk how to recreate that without that settings

fringe perch
#

just use the Detail texture section?

indigo echo
#

would that work? i will look

#

thank you yeah iw as just wondering what to use now that texture blending has been removed

fringe perch
#

expand the texture field and set a value for Panning if you want it to move

#

also, Poiyomi has a discord if you have questions about the shader

indigo echo
fringe perch
#

it's not specific to that

indigo echo
#

okay where can i put the noise

fringe perch
#

the shader comes with some noise textures, you can try just popping one in

indigo echo
#

yeah where

fringe perch
#

Detail texture slot

#

click the circle next to the slot

indigo echo
#

im using poyomi toon 6
i see a section called details but theres no option to make it move

#

its fine i just am using the panosphere section. it moves with your view which i dont like but thats the closest i could get to remaking it

#

i dont know if you understand what im trying to do but i appreciate your help

fringe perch
#

it should be besides the tiling and offset options

indigo echo
#

ah it is!

#

thank you!

hasty raven
#

I'm going to test out the 2019.4.29f1 version of Unity to see how the latest Mochie's shader would work out

#

from what I've heard, it should be good

rotund widget
#

hi there, im trying to get a water flow effect for a flat fountain, ive seen the ones where the texture moves but its not the best :T i was hoping for a mesh sin with perlin noise to add a bit of randomness to it but i absolutely no idea how to do that :T i can barely get a color shift out of a shader :C

fringe perch
#

@rotund widget try silent's clear water shader

rotund widget
#

ok.

rotund widget
#

looks good, might need to edit my fountain model to hide it being more flat but looks like what i need :U thanks @fringe perch

rotund widget
#

does snail's lit poly shader no longer work?

cloud plover
#

@fringe perch @rotund widget nahhh you guys should try out the bad dog shader for water

#

Amazing shader

#

I love it a lot and it’s hella optimized

fringe perch
#

never heard of it

#

never done worlds so I wouldn't know

cloud plover
#

Try it out!

cloud plover
#

but there are layers to it that move against eachother to make a water effect

rotund widget
#

ahhh

#

but i need it to move in a specific direction

agile totem
#

any good mirror shaders for desktop avatars?

noble monolith
#

where can i go to make a report on the update breaking a water shader i been using for 3 years? it seems directional lights can cause this and not sure if its due to older uploads

#

worlds without directional lights than entering this new world the shader doesnt break

#

VRWaterShader

agile totem
noble monolith
#

testing it again without probes

gaunt garnet
#

what is a shader in vc?

#

all i know about in shaders are the ones for mincraft lol

brittle plinth
#

A shader is a specific type of computer program that is used to render objects in an environment to the computer screen.

#

It's what makes that cube in your Unity scene appear on screen

#

They're made up of two parts usually: a vertex shader and a pixel or fragment shader. The vertex shader is what takes all the object's data and makes sure it's in the right format for the pixel/fragment shader. The fragment shader then takes that data and uses it to figure out what each pixel that object occupies looks like.

Most of the focus when talking about shaders is on the pixel/fragment shader, since the vertex shader usually just passes data along. The pixel/fragment shader takes an object's textures, material properties, and some blended vertex data, then uses all of that to figure out how much light hits each point on the object and how that point reflects the light that hits it.

#

Pulling it back to Minecraft shaders: even if you don't have any custom shaders installed, Minecraft uses a shader internally to make the blocks appear onscreen and figure out how brightly lit they should be. The shaders you usually think when talking about shaders for Minecraft are pretty much the same as Unity's shaders, but written in a different coding language and with some differences in format.

gaunt garnet
#

okay cool. thank you

noble monolith
noble monolith
#

spent hours trying to fix it lol

warped stone
#

Would be nice to get a shadergraph that is not $80 and third party šŸ™‚

faint mesa
#

is shadergraph a clone of ASE?

#

amplify bundle on sale for 55 rn, btw xD

hushed raft
#

is there anything special VRC shaders need to do thats different from writing any shader for unity?

sharp pike
#

It's mostly that you can't make assumptions about worlds due to user generated content of varying degrees of quality. Worlds may or may not have realtime lights, light probes, reflection probes and/or a depth texture. Some worlds will have utterly garbage lighting in general. Some worlds will have postprocessing with various effects and effect strengths (notably bloom).

Some shaders you find won't work for VR, but that's not really a VRC specific thing.

For more special or complicated shaders you may have to make considerations for when the shader is being rendered in a mirror.

You should also avoid using custom shader_features due to there being a hard capped limit during any one game session (after which, more can't be used and shaders requiring those keywords can start to break). Unity 2019 supposedly alleviates this issue by letting you use local keywords.

hushed raft
#

huh ok thank you!!

tulip gull
#

Is there a shader that can see through walls. Trying to make a hearbeat monitor or somthing simillioar

#

I guess like a ESP?

past pewter
# tulip gull I guess like a ESP?

Do you want it to completely see through walls or make the opacity of them significantly decreased? Also are you looking for something that only shows player's armature or you want to be able to see their entire avatar like normal?

tulip gull
#

Entire avatar like normal

tulip gull
#

@past pewter

past pewter
#

I dont have the said shader I just wanted to ask for more specifics so if anyone does know they can help

agile totem
#

anyone got the shaders that show stuff like the fps?

cloud plover
#

Any flame shaders good for worlds that wont kill frames

past pewter
# cloud plover Any flame shaders good for worlds that wont kill frames

This might work, haven't personally checked how performative it is though https://booth.pm/en/items/2799398

ē°”å˜ćŖē‚Žē²’å­ć§ć™ć€‚ 使用は焔料です。 ć“ć®å•†å“ć®å†č²©ćÆē¦ę­¢ć•ć‚Œć¦ć„ć¾ć™ć€‚ ä½œęˆč€…ćÆć€ć“ć®é …ē›®ć®ä½æē”Øć«ć‚ˆć£ć¦ē™ŗē”Ÿć—ćŸå•é”Œć«ć¤ć„ć¦č²¬ä»»ć‚’č² ć„ć¾ć›ć‚“ć€‚ https://www.youtube.com/watch?v=O_a7WfqaO5I

potent talon
#

where can i find lightning particals that work with 2019?

agile totem
#

Any quest compatible trail particle setups?

past pewter
#

Ok so i saw people with particle effects of fire how can i get that on quest without looking like fucking cubes

ebon brook
#

hi! Where would i go about creating an expression with a shader

hushed raft
#

is there a way to use compute shaders in worlds to modify textures?

ebon brook
#

i actually figured it out, my friend taught me how to key it as an animation

fringe perch
#

@hushed raft you mean like Audio link?

hushed raft
#

I wanteed to try using a compute shader for rendering

glacial abyss
#

Compute shaders are not allowed, but considering we have the whole pipeline open I would be surprised if you actually would benefit from compute in a way you couldn't translate to other pipeline formulations.

hushed raft
#

hmmmm ok
I need to learn how to use the rest of the pipeline then...
cant even get a camera rendering to a texture in vrc working tho... just renders back texture

wary junco
#

This is a long shot but there is a glass shader I really like and I don’t know if it’s free or paid or where to find it as the only thing I have to go on is it’s called X/GlassReflector. Does anyone know if it is available for download or purchase?

fringe perch
#

@wary junco try looking for the shader file and searching it up

wary junco
#

It's not on my PC, that screenshot's all I got, sadly

fringe perch
#

ahh I see

proud widget
#

Double checking really quick but VRC doesn't support shader graph, right?

#

Double checking really quick but VRC doesn't support shader graph, right?

fierce vine
#

Iirc Shader Graph isn't supported by the standard/built-in renderer, only URP/SRP, and VRChat is using neither of those.

mild grotto
#

No idea how to even start it so i might as well ask here, does anyone of You fellas know how to add a "zoom in" on an object? I would need it for a scope/binoculars

sly light
#

How can I make a sgader that look like HDRP + VR (since its not supported)?

vernal ibex
#

Has anyone found a decent way to make Amplify shaders support custom GUI additions(collapsible groups for example) in the material editor? Having everything in a long list just isn't cutting it for me anymore

hushed raft
#

how do you render a camera output? my attempts thus far keep resulting in objects being pure black in game

also is there a way to copy what the player sees to a rendertexture?

fringe perch
hushed raft
#

i did that, but it results in black

#

it works in unity, but in vrc its black

fringe perch
#

hm

#

could be the layers that the camera is rendering

jovial urchin
#

animate camera.enabled when in game (if avatar), or enable it in udon/sdk after load

thorn moon
#

There's a trick to it; The GameObject with the camera HAS to be enabled, you can only toggle the camera component in it.

#

Like this

#

Also be aware that RenderTextures are only visible to people on your Friend's List, regardless of safety settings. Any random onlookers will just see a black screen even if they enable your avatar.

agile totem
#

Any good shaders that show the fps or position in the world?

agile totem
thorn moon
#

You don't, it's a VRChat thing, not a shader thing.

tired cliff
fringe sand
#

I've got a question, what shader should I use for a ref texture?

obtuse heron
#

Been trying to figure out this error. After "upgrading" to 2019 unity I get this error when trying to unlock a shader.

bitter solstice
#

on top of that i cant preview shader

agile totem
#

why does a rendertexture render over the selection pointer, thats dumb

sharp pike
#

A rendertexture is just a texture, how it's rendered is down to whatever shader you're using to render it

agile totem
#

true, that parallax shader on the mirror material did it. had to give up 3rd person mirrors bc it kept picking up my own mirror and also removed ma head ._.

stoic meadow
#

Does anyone know if the current poiyomi pro shader has a fur option? I'm trying to find a fur shader that'll let me mask an area similar to how emissions work

stoic meadow
#

Neat!

fringe sand
#

I'm curious about something. Are Unity's default mobile shaders compatible with VRChat? I don't mean to use with Quest versions of avatars and worlds either. I mean for the PC versions.

uneven loom
fringe sand
#

Okay. I'll give it a try then.

agile totem
#

A lot of the legacy ones work gud on desktop, theres even one or more usable parallax ones in there :D

hushed raft
#

how do you guys go about making a shader when you know what the end result should look like? ive been trying to make something similar to the glass shader in the Aquarius world but have so far failed horribly

sturdy tree
#

Is there a way I can commission someone for a very specific shader?

alpine meadow
#

yo my shaders dont work i need help

glacial abyss
sturdy tree
#

Unsure how simple it is

#

Im sure it probably wouldn’t need a new shader if it was simple

glacial abyss
#

I mean you'd need to explain / describe it.

#

Some things are hard some things are easy.

mental mango
#

so i'm using the poiyomi toon shader, but it keeps coming up glowing despite me not having any lighting effects active

agile totem
#

@fervent quest you reported something similar during the openbeta right?

topaz thicket
#

does anybody know a shader that lets you create a mandelbulb? I've seen some avatars that have it but I couldn't find a shader that could create a similar effect

hexed garden
hexed garden
subtle timber
#

Hi everyone, I'm having an issue where my UI canvas clips until I face it at a certain angle or distance. Not related to occlusion culling (happens even with it off). I was able to fix it in Unity by using a custom material on the UI, but this showed a pink 'error' texture in VRC. Does anyone know what the problem might be?

** (EDIT: Fixed by changing the Canvas 'Order in Layer' to 1 instead of 0)**

sturdy tree
fringe perch
#

@sturdy tree pretty sure you can do that with Poiyomi

sturdy tree
#

Not like this

#

I wouldn’t be asking if poiyomi was able to

fringe perch
sturdy tree
#

It's hard to explain lol

#

ok so it's pbr control maps

tired token
sturdy tree
#

Well, I’ve used a similar one, it’s not that bad

#

But it doesn’t work with these textures

#

Especially since it’s just 4 textures

#

Worst part is the amount of textures but that’s a bit of my own blunder

#

Easy fix

brisk gull
#

Uh... by control maps, do you mean stuff like specular, AO, etc?

#

The term "Control map" doesn't explain anything about the texture itself, which doesn't clue anyone here into what you need.

sturdy tree
#

Oh color control

#

And honestly I don’t wanna use it for VRC but idk where else to look

brisk gull
#

Color control, so... are the HSV (hue, saturation, Value) + alpha or do you know before-hand?

#

Or are they independent maps to control where the texture blends between different colors?

sturdy tree
#

I’m not sure what you mean

#

I think it’s independent

brisk gull
#

Do you have a picture or anything you can send of how they're supposed to work with each other?

sturdy tree
#

Not at my pc rn, but it’s basically a base cc map, a non color base dirt map, a grimey dirt map mixed with some cc, and a normal

agile totem
#

Are there any good huds / fps indicators based on shaders for vrchat?

brisk gull
#

Color, Normal, a color mask, and a color texture, I have to assume. Poiyomi should be able to handle that

Base map (Color) into the main texture
Normal into normal

Then depending on whether it's supposed to multiply with the Color or replace (or additively apply) you should use Decal or Details.

The non-color goes into "mask" and then the colored one goes into decal/detail texture.

Detail texture will multiply in (without affecting brightness), but, can make it so colors are over 1 which will make them look the same as the rest (purple with blue, as an example will be blue) or zero depending on the detail texture, while decal will by default override both (as if you had no main texture).

Although, without actually either seeing how it should look once finished I can't give a straight answer, but, it sounds like it should be doable with Poiyomi

sturdy tree
#

I promise to you I’ve tried poiyomi lol

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The thing is that there’s no ā€œbase mapā€

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It’s very hard to explain

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The base map is also the metallic map but it’s also red and yellow, but set as non-srgb

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I think

brisk gull
#

uh

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Oh

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Ok

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That sounds like you need either a custom shader or just splitting them into different channels in like photoshop or paintnet

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Usually custom internal solutions where they use color masks they use grayscales and put them in the channels of 1 texture for optimisation, or other kinds of masks.

sturdy tree
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That’s why I’m asking for a custom shader lol

brisk gull
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Would be easier to split the channels tbh

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Rather than sending someone documentation of the specific channels and having them set something up.

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Since splitting the channels and setting them up to the shader you want to use make you able to choose what to do with it

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a lot more flexibility

sturdy tree
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The issue with that is

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I know nothing about building shaders

brisk gull
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That has nothing to do with building a shader. That's image editing that I was recommending

fringe perch
#

^

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Poi comes with a texture utility tool to unpack/pack textures

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if I was able to take assets from Valorant and make them work in vrchat using Poi as the shader, there is a very good chance you can do the same

hybrid skiff
#

I found a good shader for wireframes that was made to try and recreate the flashlights from the avatar testing world but it has this blue effect behind it from the shader that works really awkwardly so it only appears when it's in direct view and even then it kind of flickers on and off if you look around the scene a little. I want to try and get rid of it but I have literally no idea how to do shaders. I'll put the shader here in case someone can figure out how to get rid of it.

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This is what I'm trying to get rid of.

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If it's something with the projector then its something I haven't touched yet, the wireframe effect itself stays no matter what, but the back part just kinda glitches in and out.

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Also if it's any help there is a shader for normals that has no issue, which I've been trying to use as a basis to see what I'd need to delete or replace to possibly make it work so here's that too.

sturdy tree
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the issue with not having a shader is that there's so many textures which makes it way more work than it has to be

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Especially if I wanna be able to use similar things elsewhere

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I'd much rather commission someone just for ease of use

lethal nacelle
#

may or may not be abusing silent's inventory system for every possible toggle

slim stag
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how do i

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turn my shaders from blender on

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in unity

split girder
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You can't

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You'd have to bake your shaders into a texture

slim stag
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i see

#

thanks for the info

lethal nacelle
# slim stag but how do i bake all this

thats a pretty neat void termina shader did you make that yourself?

if i were you i would try pumping the entire shader into an emission and then bake said emission. if that doesnt get you the results you want, you would have to figure out how to replicate this shading in Unity

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unlike textures and meshes and vertex data, material information is not one of those things that can be easily carried between tools since each program has its own unique rendering engine.

slim stag
lethal nacelle
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writing shaders specifically for vrchat may be difficult since IIRC youre not allowed to use shadergraph

lethal nacelle
slim stag
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it wont let me

slim stag
lethal nacelle
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use another mix shader node

slim stag
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and what do i do with that one

lethal nacelle
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im gonna be honest, it seems like you don't know how to use blender's material nodes and you should probably come to understand it yourself instead of accepting step-by-step instructions from me. and also, youre supposed to use the mix node to mix the output of your shader with the emission node you had previously.

slim stag
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alr

slim stag
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i tried baking it, didn't seem to work

hasty raven
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I have a question guys

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what is roughness Min and max used for in unreal engine?

bitter bane
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This isn't for Unreal Engine

hasty raven
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oof

bitter bane
#

that's also a pretty easy google search to find as its the same in pretty much any engine

uneven loom
hasty raven
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so the "roughness" would be a mask for both those channels, right?

uneven loom
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yes

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like functionally the only difference between the Unity PBR and unreal PBR is just how they tend to stack the textures

hasty raven
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Jason has a complicated set up. his roughness is basically a mask for each other roughness applied

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that is super weird

soft mantle
#

Does anyone know what my options are for split normals and outlines in Poi?

indigo frigate
#

@stiff berry Hey there, hope you don't mind the ping - I found your vertical billboard shader by searching the discord, and I was hoping you could help me with something. I'm trying to use it to make some text always face the camera. I have the text on a plane, and the issue is that the text is facing upwards and rotated around the wrong way, but it does 'face' the camera (except it's the edge of the text facing the camera.) [Screenshot 1]

Weirdly if I duplicate the object, the two objects will respect changes to their transform (I know they are not supposed to) and still face the camera, so I can orient them correctly by setting the rotation to -270X, 0Y, 180Z. But if you get too close, depending on what side you approach from it'll either rotate around the Y axis and disappear, or simply disappear. [Screenshot 2]

The weirdness with two copies doesn't seem to occur in game though, and in-game the text is still oriented incorrectly/the same. I'm guessing there's something simple I can do to make this work, but I don't really have any shader knowledge

stiff berry
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other than that i'm not sure

indigo frigate
#

That did the trick, thank you so much!

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Dang, doesn't seem to be working in game, the text is not visible, presumably because it's facing some direction where I'm only seeing the culled back face. Might have to try random rotations and see if any of them work

stiff berry
#

you can try adding Cull Off to the actual .shader file
like so

    SubShader
    {
        Tags { "RenderType" = "Opaque" "Queue" = "Transparent"}
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        Pass

change to

    SubShader
    {
        Tags { "RenderType" = "Opaque" "Queue" = "Transparent"}
        Cull Off
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        Pass
#

that will disable backface culling, but i imagine it'll just be upside down then

indigo frigate
#

Could help to figure out what way I need to rotate it, if I can figure that out so it's correct in game it should be alright. Although it might be confusing for people using the package if they try to test it in unity and the text is oriented incorrectly

stiff berry
#

is this textmeshpro text? If there's some way to change the mesh so it's default rotation is the same as a default quad it should fix it

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but idk if you can do that easily for textmeshpro stuff

indigo frigate
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Nah it's an avatar package, so no textmeshpro allowed

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It's just a texture on a plane mesh

stiff berry
#

ah use a quad mesh if you can

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i think they start at different rotations

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the billboard shader was made for a quad as the mesh

indigo frigate
#

Ahhhh yeah, looks like that's gonna solve my whole problem haha