#shaders
2 messages · Page 27 of 1
Hey I'm using a vroid model on unity and it says one of my shaders isn't supported. I know nothing about shaders and don't know how to fix it. Would it be better to fix in vroid or unity? How do I do it? Thanks!
Are you trying to upload to PC or quest? If PC, you can download Poiyomi Shaders, those work great. If you’re doing it for quest, you can only use the specific VRChat shaders
Ok, my unity overall is fucking broken
Quest and PC. Where can I download VRChat shaders?
VRChat shaders should automatically be there if you downloaded VRCSDK
do non-vrchat shaders break on quest?
Anyone know how I can make a Mirror Demon avatar?
It's only visible in a mirror, basically
poiyomi shader
I've got that
Just not sure how to make it work like that
.........
Ohh
Hola
Hello, Quick question. Is there a way to get a transparent shader for quest or a glass shader in Unity? Any help would be appreciated
you can use transparency on quest worlds, just not quest avatars.
that said, use as little as possible. it's hard on that teeny little GPU
When I attempt to port an avatar from PC to Quest, the mobile shaders often break the eye textures. Is there any way I can fix this without making a new model from scratch?
What shader are you using for the eyes?
The eyes use the Flat Lit Toon shader.
I think I may have fixed it with one of the mobile particle shaders.
Nevermind, the eyes are white now.
You can't use the particle shader on avatars. No transparency allowed.
Standardlite or Unlit in the vrc mobile Shaders.
Is there a reason my opaque shaderforge shader isn't casting a shadow?
Quick question; does anyone know of an optimized image overlay screenspace shader?
I really, really don't want to have to use CancerSpace...since it's horribly optimized.
have you tried using a ui canvas and setting it to screen space if youre only needing an image?
I don't think that works for avatars
Some background: I have an avatar with a camera rails system; when other players place their VRC camera into a specific sphere on the avatar, it overrides their camera with the render-texture being output from the camera rails system (same principle as VRC-Lens).
It seems to work with cancerspace; but the optimization is horrible on that shader.
@hardy dagger Do you think your method would work for this application?
Can you use ui canvas on avatars, and would it be optimized?
Thanks in advance for any insights!
no, but it would be optimized
idk of any good shaders that do just that but id assume itd be easy
@pure raven could try asking in the Poiyomi shader discord, perhaps some people would know
I know exactly what kind of effect you're trying to achieve, I've seen it in the "Smash contest" world. they have a sphere to put the VRC cam in to get the video feed with an overlay
what shader does VRC lens use actually?
p sure vrclens uses its own customizes shader set
I know there's a particle setting for Color by Speed, but is there a way I'd be able to do Color by Velocity?
I'll check in the poyomi discord. Thank you!
Idk how cancer space is horribly optimized.... Works pretty fkn well. Has a cancerfree version as well that's even more lightweight. Honestly one of the most lightweight screenspace shaders I know aside from maybe Mochi's screen FX. Hit to frame times in my use/testing was very minimal and size was quite small. I can think of a long list of screenspace shaders that are vastly worse such as Mae or June.
I heard that it's possible to do localized things, and stuff based on where other people are looking
Would it be possible to have a shader that changes between two colors randomly when a user looks away from it or can't see it?
I am extremely new to shaders and don't know the first bit about how I'd go about doing that if it's even possible
What's the best particle shader for VRChat?
Default particle
so you just can't do anything shader-wise with particles?
You can, but standard particle shaders work for 99% of particle use cases
So how would it work for something like this
That'd be better to make as a trail renderer
you'd think, but trail renderers exclusively follow the player
they don't move on their own
Create an empty object where you want it to be attached to and add the trail. It will move with whatever object you have it attached to
I already have the thing working, I just need to color it, which is why I ask about shaders
Then slide the color to the one you want? It provides color options
but the trail won't work like that, it needs to have a smoke-like rising effect when still
this isn't just one color
look at the image again
It fades out
It's not just going to a different shade, it's just fading out. If the background were white it'd get brighter
He's correct. Trail renderer. You can just make a smoke particle effect coming off the mesh of the sword as well
It can all be done with a standard particle shader just fine
I don't think you understand what I'm trying to make
I do
I don't think u understand
do you?
I used the smoke thing as an analogy, the trail and the rising are one in the same
But again, I literally already have this working
It would be a combination of a trail renderer and a particle emitter using the mesh of the sword ad the emitter
I don't need to know how make it, I need to know how to color it
like I already said
.... Just change the color...
it's going from light blue to dark blue at the same time as the emission level fades
it's not a solid color
Sigh. Good luck
dude is it really that hard to understand?
No. It's not. I understand
So what is the issue
You can simply adjust the albedos transparency based on a gradient
Literally just fade it out. It isn't fading to a darker blue in the game , it's fading out to the background brown color
^
Fade it with less of a cutoff
No need to be so crass/rude.
I think you all are underestimating how easy this is
No.
okay so what do I need to change
really?
I went into photoshop, put a black background, and paint bucketed the same blue shade (0 R, 0 G, 255 B). Left is 100% opacity, right is 50% opacity. This the what the game is doing
They are not using two different shades, it's just blending using opacity
So why can't I get this thing any brighter then?
Because your trail is not unlit most likely
They are darkening to light
Use the Unlit shader
Not gonna lie it is. A typical trail renderer will work no problem
Something on either the trail or the shader is configured wrong
How do you make a trail renderer rise from an object like smoke?
Using particles
well yeah
Yeah you'll need a particle system configured to rise and have trails
But you can't make trail renderers subemitters
So you don't mean a trail renderer, you mean a trail particle
that is literally what I am using
Essentially yeah. If you want it to rise it needs to be a particle
You could even do the entire thing using particles with no trail just by emitting on movement and emitting on time with a submitter or two
I am using a ribbon trail subemitter
So if I can't use a trail renderer to brighten the color, what should I do?
The color is another issue. Make sure you're actually using the unlit material on that trail
No idea then. To me it looks lit
Some setting is messed up for you. The shader and particle should be working fine unlit
I use trail renderers on my avatar and they're fine
So what would cause the unlit shader to misbehave?
Is there anything else that controls whether or not a particle or trail is unlit?
Not to my knowledge
been working on a PBR shader
How would I go recreating the swinging trails here? I can't get particle trails to face any other direction than directly at the camera
https://cdn.discordapp.com/attachments/826174989258063878/956307050911109201/2022032317381700-F1C11A22FAEE3B82F21B330E1B786A39.mp4
they face the camera as they are billboards
So what would be the alternative?
configure the trail renderer properly
What should a proper configuration look like?
Anyone here that's known with Amplify/Shadergraph that could help me figure out the equivelant of this shadergraph node in amplify?
the closest i could find was the texture coordinates node but that lacks the UV passthrough. so i need to figure out how to get the same effect.
isn't the uv just Tex?
^ iirc Tex will reference the UV params of the texture object connected to it (disabling the tiling + offset inputs)
you got it / those should be the same! The difference is that you have to set the UV set in the Texture Coordinate node's internal parameter w Amplify. tbf it probably should be an input to make it easier to make the UV set a property, but for now you can probably use a Switch if you need that. Obviously other UV manipulation can happen after that node depending on what you're working on too
The problem is that for what i was doing i needed that passthrough. I've since found the proper one though. Amplify has a generic math node called 'scale and offset' that does the same. But with the pass through, That one worked.
oh interesting! I thought the shadergraph's uv input only handled UV sets/channels for use as properties + didn't double as an actual input for UV coordinates too TIL
Any good Shader suggestions for a Sonic Avatar?
Poiyomi Toon for PC; Standard Lite wt. a dark grey emission for Quest (use your albedo/color map).
My world's Ultimate Billboard shader works fine in the Unity editor, but not in-game. Look, they're not facing me!
It wasn't always like this, did a recent update break it?
have you accounted for stereo rendering in your shader?
It's not my shader, I bought it off the Unity Asset Store. It used to work fine in game, but not anymore for some reason, regardless of whether or not I'm in VR. Is that something I need to try go into the code and tweak?
Is there a color changer shader that works for quest avatars or no?
you can't use custom shaders for quest avatars
You can always just target the material with an animation and change the albedo color. Pretty lame but it works lol
Wonder if you're seeing dynamic batching. Try adding "DisableBatching"="True" to the Tags section of the SubShaders in question.
starting out is as easy as importing the package and changing your materials to use it. however, it has a lot of options to achieve any kind of look you want, and it can take some time to figure out how to make the most out of it
you should join the poiyomi discord if you have poiyomi shader specific questions
Each section, far right side, there's a (?) Icon. It takes you to a YouTube video that explains what the section does.
where can i find unrwapped textures of eyes? like a texture with the back and the front of an eyeball, where can i find those? i've literally been searching for days, i've searched everything possibly related to that on google, i've been on deviant art, pinterest, several discord servers and still nothing
Avatars don't have backs of eyeballs. They're just the pupil on a flat plane
I have seen avatars with 3D eyeballs
yeah i know most avatars don't, i'm just trying to find an answer to my question by going to every discord server i can find that probably has chats related to the topic
Unwrapped texture totally depends on how the mesh get unwrapped. You will need to find the specific texture for eye mesh, and most mesh doesn't share same uv mapping for unwrapped texture.
You might better get away with painting/editing texture by yourself.
is there like a shader that will let me mix two textures or materials through vertex colors
I think all of the mobile VRC shaders use vertex colors
thats not what im asking
that's not Material blending
basically asking for blending 2+ textures together using vertex color to control the blend
Ah then you could try using Poiyomi and adding a detail texture with a mask
Poi should be able to do it
and i can make the material look like a standard shader?
Yea. You have a ton of shading options and layering options
If you really get into it I highly recommend dropping the ten bucks for the pro version on his Patreon. Good Shader.
RGBA Color masking is what you want
you can blend up to 4 textures/colors using a single "Mask" texture, with a mask for each of the corresponding 4 textures in each color channel of your mask texture
each one can also have a normal map if you click Enable normals
oh, and rather than a mask texture, you can also use vertex colors 👌
Hi guys, I'm wondering if VRChat support any Fresnel shader on a default security level? (like for none-trusted users)
This page serves as a description of the Shader Blocking System, how it operates, and how shader authors can work with it so that their shader falls back gracefully when a user has Shaders blocked on an avatar using a given shader. VRChat 2021.4.2 Fallback System Upgrade Shader fallback improvements...
yes, there are many shaders you can use that have fresnel effects, like poiyomi's. however, you need to make sure that people have your custom shaders shown for them to be able to see it
Turns out I must have imported the shader wrong the first time, it worked fine once I reimported the asset with the Package Manager
yeah actually that part was the one I have been worrying the most. I already have decent shader work (not Poiyomi though) I checked that it appears totally broken to other ppl.. so I just wanted to know if there is any way around to have proper Fresnel effect without needing ppl tone down the security barrier
dumb question that im having a hard time googling
does the lag incurred from overlapping alpha result from alpha pixels overlapping (any area <255 opacity) or alpha textures overlapping (any texture that has alpha pixels in it, even if its 100% opaque in most areas)
I believe it's per pixel BUT it still will incur lag for having an opaque texture with a transparent shader, as it still needs to compute the overdraw even if it isn't transparent
But I'm no expert on shaders
noted
Can someone help me with textures for my avatar, it's a spiderman avatar I created for vrchat and uploaded it to pc, and now I'm trying to port it to quest, the only problem is I don't know how to get a similar or same metallic type reflection or even a mirror for the lens, can someone help me with this?
Does anyone know a reasonable PS1 shader?
what defines a ps1 shader? isn't that more about just using very low resolution textures and low polygon models?
the.. texture stuff that makes the uv-s shift a little bit
i don't know of a prefab shader with that effect built in, but here's a write-up on how to do it in hlsl
if you got $20 there's a complete shader in the asset store https://assetstore.unity.com/packages/vfx/shaders/psxeffects-132368#description
Xiexe made a vertex rounding shader for this (https://github.com/Xiexe/OldPatreonExclusiveThings/blob/main/OldPatronExclusives/Vertex_Rounding_Playstation_LightmappingCullingPatch.zip)
Poiyomi's has a similar feature too iirc if you need other shader features
Anyone knows some good text shader?
TextMeshPro's default shader has a lot of useful text effects; is there something beyond that you're looking for?
isnt its blacklisted?
you could also use Merlin's MSDF shader if you want less artifacting (but less configurability than the TMP one): https://github.com/MerlinVR/Unity-MSDF-Fonts
TMP can be used on worlds
if you're talking about avatars, that's a whole other ball of wax
yea i need specifically text shader to use on avatars
I'd consider either using merlin's MSDF shader on a SVG, or writing an editor script to bake the TextMeshPro meshes. If you're on quest, well, bake it to a texture and use whichever of the dozen or so allowed shaders you prefer.
by using the MSDF shader on a SVG I mean - outputting your text to an SVG, manually invoking MSDFGen with the option to read from an SVG, and putting that on a quad with merlin's shader selected
thats a lot of unknown abbreviations. i am looking for simple shader that can turn text field into text on material.
Unfortunately I don't know of something that can do a direct conversion in the context of an avatar at the moment. Certainly a shader is not capable of processing text as text; you'd need some form of editor extension to do so. TextMeshPro would do the trick but it's not whitelisted for avatars; it could be modified to generate meshes that could be used on avatars if someone spent the time to write a suitable conversion script.
Alternately, your options are:
- Just put an image texture on a quad and call it a day.
- If you want higher quality with lower texture size, you could use this pipeline: Export the text as a SVG image using something like Adobe Illustrator; then use MSDFGen to convert to a MSDF format image; then use merlin's MSDF shader to render it. This will give much higher quality even with a small texture.
Thats not something that can help me, but thanks for trying
i don't know if you're going to get anything on an avatar that will display dynamically generated text at runtime.
if the text is being decided on beforehand, meaning at the time of authoring, that's easy enough to do with a sprite atlas
Free PS1 shader I've used a ton. Just felt like adding more options to the chat.
There are actually shaders which will display dynamically generated text at runtime - however, there's no such thing as a text-type material property, so you can't get text into them, except by programming the shader itself. As such this is generally only used for debug things (I think cnlohr was working on a generic library for this?)
yeah, I've seen stuff like this on shadertoy... but those were using pixel fonts programmed into the shader as arrays, and so they had to be monospaced and had other limitations. i haven't seen anything that can do proper typography in a shader (but I'm no shader expert).
oh yeah normally you'd use a font atlas for that and generate the mesh on CPU
which is what both unity text and TMP do
right. but there's no way to generate that mesh at runtime, right?
not for an avatar no
well. you could write a custom shader, that generates mesh points in a geom shader, I suppose
I did something like that for one of my exhibitions in shaderfes2021
but the question then is - what controls what text you want to generate?
helper script that parses basic text into integers i guess? i really need to do a deep dive into shaders at some point. so far i just hack everything together in Amplify based on prototypes in Houdini
the problem if you can't put basic text into a shader. Shaders can't take variable-length material property inputs - I mean, you could encode it to a texture or mesh but if you're going to build that infrastructure you might as well just do the TextMeshPro baking thing
I read somewhere the UTS will not work if VRChat decides to upgrade unity version
UnityChanToonShader
Guys im a noob who has no idea what im doing, but, Does anyone smarter than me see anything wrong with this line? col = lerp(col, fixed3(dif,dif,dif), .25);, it's telling me "Incorrect number of arguments" on that line
try not including “col” as the value being lerped, if thats a property being used, rename the resulting “col” to something like “_colortwo”
Smiiiiith. lol
has anyone had issues with rendertextures on quest having random or pushed offsets on the pixel level?
hello
col is a fixed3, correct?
i actually removed that line to fix it lol
im stoopid
Now my issue is ```Python
fixed4 frag(VertexOutput i) : SV_Target
{
fixed t = _Time.y*.04;
fixed2 uv = (i.uv / 1);
uv -= .5;
uv.y *= 1/1;
fixed2 m = _iMouse.xy/1;
if(m.x<0.05 || m.x>.95) { // move cam automatically when mouse is not used
m = fixed2(t*.25, SIN(t*pi)*.5+.5);
}}```
telling me "Not all control paths return a value"
3D
that error occurs at the first line i pasted
I'll just assume i cant fix this lol
I'm going to guess it's because that fragment shader isn't returning anything
oh ye. no “return m;” or whatever its supposed to be
is it possible to do something like this(albedo from one, cutout transparency from another albedo texture) in unitys default shader or do i need to make a new texture with them merged?
For standard shader, you would need to combine the textures together
ok, thanks
how can I get a shader like the one on wuff the wolf on my avatar? specifically for the quest
If its for quest it would have to be the vrc quest toon shader
I actually figured it out with the matcap shader! I didn't realize what could be done with matcap so now I'm super hyped
So it can & can’t be done with Matcap
Real cell-shaded toon shaders (which is what that original effect is) are based on lighting. The matcap will reproduce the effect, but it’s not based on lighting, it’s based on perspective.
The “shadows” will shift around the body when your avatar is viewed from different perspectives.
Still, the matcap solution is the closest you can get to cel-shading on Quest, without straight up baking the effect into your albedo map.
Well sure. But like ya said, it's all you got for quest and most don't give a shit so whatevs
Would someone be willing to help me with something that's prob a big dum I'm overlooking?
I'm making a Lava Lamp shader --
on primitives, it works great, (the working cylinder in the back) but on quite a few assets imported from blender, the shader glitches out in this way
For my testing, I had used Unity primitives, as well as an object I modeled without properly applied transforms, and it worked - but other objects are causing numerous problems. Any idea why this might happen?
Making ur own shit is awesome and I'm sure someone can help but I just felt like sharing this in case u wanted to reverse engineer it. It's raymarched tho.
Yeah my shader is workin great, using raymarching as well~ I honestly just can't figure out why this specifically is happening ;--; thank you for the info though!
i just can't figure out why stuff would work that are unity primitives but not blender primitives
like with these objects, they look great
but for some reason, some meshes just act wacky
should be a checkbox uptop I think
anyone have a decent human skin shader?
Click the fbx, expand it so you can see it's contents in your asset folder, right click on the grayed out material. Click extract.
There is multiple ways to extract materials it can also be done on the fbx import screen in the inspector.
Does anyone know a good shader that’s more “realistic” rather than a toon shader?
Something like Standard but allows better lighting and can have high details if I have high quality textures and bump textures.
what better lighting are you looking for that isn't on the standard shader already? you can use the Detail maps to add extra fine detail at close distances with Standard
the Standard shader is going to have a pretty realistic response to light, assuming your lights and reflection probes are properly set up and your textures are within PBR safe ranges
Poiyomi
Isn’t that only toon?
poiyomi can do multiple kinds of lighting responses
that said, i'm still not sure what specifically you're trying to accomplish.
Poiyomi has numerous lighting methods it can handle including realistic. It's not just a toon shader. It's a highly versatile shader that supports PBR, light mapping, and more. You can customize virtually all aspects of how your lighting, shadows and shading is handled.
Oh ok
I want to make something look realistic so I'm looking for realistic shaders. But I want to find alternatives to the Unity Standard shader
how realistic your model looks with probably have more to do with your PBR texture where it's been using a replacement for the unity standard Shader
if you want a PBR shader that isn't unity standard, the most common in use for VRchat anyways is probably poiyomi's
there might be better ones out there, but if they're public they're more often than not built for HDRP or URP, and VRchat requires the built-in renderer
unity standard can replicate like 90% of the materials you'd need on a day to day basis, until you start getting to refractive or special effects shaders. if you mentioned exactly what realistic feature is missing from unity standard you'd probably get better advice
I'm using Poiyomi and figured out how to make it look realistic rather than toon, it looks good so I'm happy with that
New (Top, Poiyomi Shader) vs Old (Bottom, Standard)
Definitely like the look of Poiyomi rather than standard, and now I know I can do realistic shading on Poiyomi and not just toon shading.
Nice. Yea. There's a ton you can do with it. Pro is def with 10$ if you get into it a lot.
Is there a good cloud shader that can do rolling-clouds that's funcitonal on quest? The ones I have are won't render on quest.
I'm looking to recreate this kind of effect I made in blender to unity. I've been having trouble finding a way of doing it because I can't get shader graph to work properly and play nice with the version of unity VRChat runs on. If someone could point me in the right direction that would be much appreciated.
Try shaderforge.
I looked into amplify before but shader forge might work, thanks for the help
Also also do it using Poiyomi lol.
Some rim lighting, a hexagon normal map, grabpass, bit of blur/refraction, add some reflectivity. Done.
so far the hexagonal normals mapped to a sphere is proving to be a whole separate issue, everything else is right on
Ah yeah. The uv seam. In V8 you can set a UV map to panosphere, that may have issues too. Maybe spherical projection. Hmm. Maybe I'll play with it later lol. V8 def has way more options for how to project your textures. But it's part of the paid Pro pack.
If I can find a way to bake a height map of a spherical object it might fix the problems I'm having, until then I might just bite the bullet and use the high poly object...
I mean using either blender or Substance painter you can. But yeah. Honestly, it might look cool using the UV as a panosphere that is moving. But Good luck dude. Share screen if ya figure something cool out.
Hologram shader in the clubs haha 🙂
Would anyone be able to point me in the direction of where you get the heatmap mirror shader (like the one in eccentric mirrors)
The name of the author is on each mirror. But the vast majority of them are made by JP creators and aren't for sale or extremely hard to find, since JP.
Had no name on that one
Welp
just asking here because i cant seem to find an answer. i know the lambert diffuse term is NdotL but i keep seeing it as 1/pi with no dot product and im not entierly sure how that's supposed to work.
I have no idea about making own shaders - does anybody knows if theres a free/sale shader which makes a surface look 3D?
I want to drop a plane on the ground wich looks like it would be a hole to a place below.
Using stencils you can make a 'window' object that you can place a hair above the ground, then you can have whatever 3D objects you like, set such they are only and always visible when seen through the 'window' object.
Poiyomi and Mochi both support stencils iirc
Note that if you are forcing multiple separate objects to always be visible when seen through the 'window' you may need to manually set the order they render, by setting their render queues, to avoid an object that is further away from rendering on top of an object which is closer.
So I need some help. this shader was made to line up a render texture with the view the moment you put your camera into the sphere to show the perspective of the camera. now we wanted to reuse this for something in VR but in VR the shader kinda falls apart in that the left and right eye see completely different things then they should. would anyone have a shader that either achieves this effect or any sources/guides on how I could possibly fix this shader to work in VR properly?
VRChat uses single pass stereo or 'double-wide' rendering, so for screenspace effects, you often have to adjust the uvs for each eye. See the "Adding Single Pass Stereo rendering support to Shaders" section in https://docs.unity3d.com/2019.4/Documentation/Manual/SinglePassStereoRendering.html
Hoo boy. learning time 😅 . my shader knowledge is very bare bones. guess i'll see where i get
Hi when I create a new render pipeline and assign it in the project graphics settings it's making all my props textureless, do I need to set something in specific to keep the textures ?
From this
to this
When I set it
why are you making a new render pipeline?
I'm trying to fix this
Because my shader (for what's the ground right now) is purple
VRChat only supports unity built in pipeline, it does not support the other pipelines
Ah sad xD
so yeah you cannot use that shader. The reason it turned pink is because the shader has an error
I didn't even started doing it that may be why
yeah you need to watch out when getting assets from other places. You can only use unity built in for vrchat
Is there any other way to make a shader without universal rp that would work here ?
if you are talking about that node graph, no you cannot use that for vrchat
Ah rip
has to be typed code
ShaderForge and Amplify Shader Editor(paid asset) offer a node-based approach to shaders
Do you have any tutorials in mind that would help me making a basic water shader ?
you should look up those assets and see if they have any tutorials
I'm trying to make something kind of like this
ShaderForge ?
writing a shader from scratch isn't easy, so you better look up how to use those tools to make what you want
whichever one yeah
Is shader Graph good ?
otherwise, you can trying googling for vrchat supported water shaders, there are plenty of them in the net. Note that many of them are PC-only though
I did that for a previous map but they all are transparent and mostly realist looking water
I mean all of thoses I've seen
if that effect is what you want, you just need a cartoon water texture
I will try to make some little waves
that effect doesnt seem to have anything to do with shader, unless you want like cartoon looking ripples, which is going to be quite hard to do for a beginner
a simple way is to just use a cartoon water texture on Unity Standard shader, and then just add some transparency
you can also add scrolling UVs which does not have to be done with shaders
But it wont move or be in 3d right ?
making a water shader from scratch is not something for beginners
I tried doing that some time ago and it worked in unity but not in vrc
esp if you are talking about the underwater effect
if you want waves, then yeah that's a shader thing
I dont need to make any underwater things
Just some surface waves
you can try modifying from some existing vrchat water shader, just change the texture to your cartoon texture
Do you know "super tower defense" map on vrc ?
It's kind of similar to my objective
or the vr game with archers forgot about his name
I'm gonna try using silent thanks for everything
@inland saffron out of the options given i would advise amplify as it's nodes mostly match shader graph. Making it possible to use shader graph tutorials for amplify shaders (granted. Not fully 1:1 so may still need some tweaking and experimenting)
Does shadergraph not works on vrc ?
shadergraph is for HDRP / URP only, it doesn't work with the built-in pipeline
if you want to use a node-based shader authoring tool, try amplify shader editor
you could also try shader forge but it's discontinued and no longer supported by the author IIRC
Shaderforge got bought by unity and is what became shadergraph, that's why it's not supported in the current unity version anymore.
ah, right.
Thanks
Is there a way to make the quest's matcap shader be additive instead of multiplying?
Left is quest's matcap, right is Poiyomi.
what if you edit the matcap?
Still looks metallic.
I did some testing. When I set Poiyomi to multiply matcap, it matches the quest matcap.
The quest matcap needs an additive mode, but I don't know how much performance that will take. If any.
if there's no other way, I'll probably just open the shader, edit it, and save it as another copy
changing it to additive should be quite straightforward
Not sure I can use it for Quest then if I do that. At least, not without technically making a cracked SDK.
Just edit the matcap to look more closely like the PC version
what I meant was just copying and paste the shader into your own asset and editing it, it should still be usable for quest i think (im not exactly sure about these parts)
Sadly no, quest is really locked down. No audio sources, no dynamic bones, and no shaders beyond what's in the SDK.
oh, I didn't know that. So even stuff like poiyomi cannot be used?
Not for avatars. Only in worlds.
Ah I see
any decent paralax eye shaders?
ye
there is one on booth.pm
just look up "eye parallax shader"
or "vrchat parallax"
Poiyomi can also do parallax. :3
Does anyone knows if there is any shader out there that can do waves like this ?
Or is it hard to make ?
I have a script doing the waves on my map currently but it only works on one specific plane
in what aspects are the waves doing that are appealing you?
Low poly
My whole map is low poly and I need to make some tiny waves like this on a sea and a lake
If I use regular realistic shaders on my map it's gonna look really freaking awful I think
i cant really think of any sorry
@inland saffron do you mean this ? https://assetstore.unity.com/packages/tools/particles-effects/lowpoly-water-107563#description
i think it's not shader exactly
If it uses custom c# scripts it won't work in vrc.
Ah sad it worked fine on cyan
Well yea. It will work in unity. But it needs to be written for UdonSharp. Vrc can't use native C#
If it's just a normal shader it would work fine. But really any shader can do that look as long as the mesh is low poly and not set to use smooth shading.
Not sure if it's the same as me but it sure looks similar
Is it hard to do a shader with that kind of effect in UdonSharp ?
You wouldn't use UdonSharp for anything
Would all just be in shader assuming the mesh it's on it low poly and using facing instead of smooth shading
Facing instead of smooth shading ?
Smooth shading on the mesh wouldn't produce the sharp edges. It would all be smooth.
Is there any kind of tutorial on how to write a shader like this from scratch ?
writing shaders isn't easy thing
not many tutorials either
hmm what about making water as animated object in blender
in blender it's easy to do that
you could honestly probably do the same effect with the Poiyomi shader
I never tried doing animation in blender
make a subdivided plane in blender, triangulate it, import to unity. in the shader, use the Vertex offset section
for the height map, use a noise texture, and add some Panning
for added effect, you can use UV distortion
so just set the noise texture UV to DistortedUV and go to the UV Distortion section and mess with values
for the sheen, you can probably use some metallic and low roughness
and specular reflections
for the white edges, you could use TouchFX
might need the pro version of the shader for that
Poiyomi toon shader ?
ye
I dont really care about white edges if my liquid can look like one it's fine
Can you use two different shaders for quest and pc? Like default stuff for quest and Poiyami for PC?
Yes, you can have completely different models, textures, shaders, everything. You could upload a flat image of your avatar for Quest if you wanted to, to be mean to quest users.
A lot of Poiyomi works fine for quest worlds. It's not going to be suggested or recommend but depending on how many materials and what exactly you're using in poi, it does work. You can use unsupported shaders for quest worlds, just not quest avatars. There are things that won't work no matter what tho, like grab passes.
now I guess a question is how expensive is Poiyomi on quest as far as how much render time it takes up
I've been able to use it pretty heavily in the quest version of my world. It runs decent enough on my Q1.
But I only use things like emissions, panning, basic stuff.
I haven't tried things like iridescence or heavier features. But it was the only way I could get multiple emission layers n stuff
question does like a Poiyomi locking this Shader at the end completely strip out everything not used so one could just use it for simple effects without wasting time rendering unused features
That's my understanding. But It's been a long time since I recall reading how he's doing it all so I can't comment for sure.
That said, I was surprised how well it worked with the limited features I utilized.
Previously I was using animations to do everything with standard quest materials which has a lot of drawbacks. Using an animation to pan a gradient to create a smooth hue shift. Etc. Much nicer to be able to do it within poi and not have the animations. So pros and cons on performance as animations can carry their own hit, course depending on the number of animators
Hey I'm having an issue that's only recently happened.
When i'm testing out my avatar in vr(pc) I'm getting double vision.
I assume it's a shader issue but not to sure honestly.
Currently struggling with a feature level incompatibility (I think) in a shader I'm writing. I'm unable to isolate the problem though, since the issue doesn't occur on my end, and I don't know enough about hardware support to identify what parts of the code might be incompatible. I know there's the switch statements, but those compile as if statements due to the branch attribute I put on them. Could someone please help me out with this?
Screenshot of what the problem looks like on a user's side: https://cdn.discordapp.com/attachments/724007766271852564/964200857317023764/unknown.png
Shader: https://github.com/TiredHobgoblin/Destiny-Collada-Generator/blob/Main/Resources/template.shader
I'm looking to make a sleep slider for my world, but I'm currently using a postprocessing volume that isn't quest compatible.
Heard I could use a shader for this, does anyone have one that would work?
looking for this shader, its an animated rain shader
Super dark blurry image. Ah yes. I can def tell what shader that is
It isn't blurry, it's the rain on the window.
That's a window? Lmao I had no idea what I was looking at.
Prob that super common rain on glass shader from ShaderToy then
I actually have that
Here it's a shader from Doppelganger, I would google to see if there is a more recent version that's developed more as that one is one from a while ago
that shader does support blurring as well but it's stupid heavy. gotta be careful with how you use it
^ I used it on like one window and got good frames so if you use it in small doses its fine
That's a paid shader you just shared..... Delete that
Fairly certain that's paid through his Patreon
Yes lmao. You prob just tried typing the name to the site
Stop. You're using stolen shit
Delete that file
okay buts its on that site
That site is terrible and full of viruses and stolen shit
if it's on a site that isn't allowed to be said, its pirated very likely
doppel's rain shader is free last i checked
you used to be able to get it from his discord
either way, it's just his porting of an open source shader from shadertoy
Where? I was pretty sure it's on his Patreon
It's def not on github or anything
I may be wrong but regardless, shouldn't be sharing shit from that ass site
it's on his discord.
If it's just rain on glass there are dozens of conversions of it already on GitHub. Literally just Google "unity rain on glass GitHub" and you'll find a shit ton. I can even convert it for you in a secone
Yeah I got it a long time ago on that site, and I still have it saved on a harddrive full of vrc stuff
it's that same exact shader ported from shadertoy. the guy who originally made the GLSL version even has a youtube tutorial explaining exactly how it's written.
Yes. Ight then. You can find that just by Googling. I won't even bother to convert it.
https://github.com/doolb/ikaros-unity/blob/master/Assets/demo/rain-glass/rain-glass.shader
https://github.com/yumayanagisawa/Unity-Raindrops
https://github.com/shenjiexiang/unityShaderGlass/blob/master/glass.shader
https://github.com/joscanper/unity_shaders
It goes on and on.
ikaros base on unity version. Contribute to doolb/ikaros-unity development by creating an account on GitHub.
raindrops shader. Contribute to yumayanagisawa/Unity-Raindrops development by creating an account on GitHub.
Silent's Fake Glass shader is also often used in worlds for rain on windows https://gitlab.com/s-ilent/fake-glass
You could honestly do it with poiyomi too, grab pass, slight refraction and blur, add a panning noise texture. Would look fine but course not the same. Regardless. Lots of options lok
If you wanna get weird with it, I've built up a pretty nice rainy glass shader for my world. I document how it's built here: https://www.toadstorm.com/blog/?p=742
I can't share the actual source files but it'll maybe give you some good hints about how to do it yourself.
ayo can anyone help me with a eye shader thingy
Ask your question(s) and then people that are knowledgeable about your problem(s) and can help can chime in.
https://booth.pm/en/items/3747950 this mayhelp you
I've got a bit of a weird request, but does anyone know how to add a shader in unity that can disable the lights of a world but let the light on my avatar shine through light a spotlight?
Thanks! That was what I was after ^^
On a similar note though, is there a way to make a shader that shows a rendered texture in front of a player? I want to make a jump scare that overtakes the players view to do an animation, without the player's model (or other players) getting in the way. I have Amplify Shader Editor if that helps
you use the UI canvas screenspace mode
i have a shader for UI imagery for cams that ive been slowly trying to convert to overlay. but rn im stuck with it cus whats happening is: the image will be in the same position for both eyes in vr. making it cause cross eyes
Hmmm... I'll have to play around. Thanks for the info! ^^
for quest shaders I can't do cutout. Any other ways to get eyes to look normal?
The transparent parts just show up black in the eyes
Hi there,
I'm working on a world right now and I really want to add this Shader from this TUT:
https://www.youtube.com/watch?v=Y7r5n5TsX_E
I am able to follow through on the tutorial, however I'm hitting an issue.
When in the Shader Graph Editor there is a warning (first Image) "The active Master Node is not Compatible with the Current Render Pipeline". So to fix that I want to Edit> Project Settings > Graphics > and saw that there wasn't a pipeline enabled. So I went to the Package Manager and installed the HDRP Pipeline as in the tutorial...
After doing that, the shader works, but everything else in my scene doesn't and turns Purple. how do I fix this?
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Plis help 😦
HDRP and URP doesn't work in VRC
having issue with shaders being reverse of what they should. Like a sphere that's suppose to zoom in on someone is instead making a sphere were it doesn't zoom and everything outside of sphere does
😭😭😭 so there’s no way I could use a different “pipeline” and have the same effect? I know nothing about shaders.😭
you can't use shadergraph in the built-in pipeline. you could potentially translate what you learned from your HDRP shader over to built-in, but you'd need to either write the shader in Cg or you'd need to use Amplify Shader Editor for nodes
ShaderForge also exists as a free alternative to Amplify, but last time I checked you've gotta use a community-made fork to use it with Unity 2019.
Hello!
Is there a shader out there that can turn stuff invisible to other players but not for me? I would like some sort of targeting system for a particle system but visible for me only.
I don't think you even need a shader for that, just use the IsLocal parameter in your animator to add a condition to only enable a specific object locally.
I'll look into that, thank you!
Greetings, I'm trying to make myself a raymarched volumetric light shader and am getting stymied at the shadow sampling step. I'm attempting to decode this pseudo-implementation, but it just calls a nonexistent "SampleShadow()" function, and information on the web is not exactly forthcoming for Unity specifically on how to properly grab shadows in a volume.
I've found UNITY_LIGHT_ATTENUATION() in the UnityShadowLibrary.cginc, but that just causes loop unrolling warnings and a HELL of a long compile time, combined with, well, not working. I've attached my messy-as-hell, commented-to-hell scratch draft of a shader for full debug in case it's not something obvious that I'm missing. I've been trying to google my way to victory all weekend but even searching the exact errors I'm getting are returning results in different languages.
Is there something obvious I'm missing, and/or what am I doing wrong here?
fixed4 frag(v2f input) : SV_Target
{
#if defined (SHADOWS_SCREEN)
// setup shadow struct for screen space shadows
shadowInput shadowIN;
#if defined(UNITY_NO_SCREENSPACE_SHADOWS)
// mobile shadows
shadowIN._ShadowCoord = mul(unity_WorldToShadow[0], float4(worldPos, 1.0));
#else
// screen space shadows
shadowIN._ShadowCoord = ComputeScreenPos(clipPos);
#endif // UNITY_NO_SCREENSPACE_SHADOWS
#else
float shadowIN = 0;
#endif // SHADOWS_SCREEN
float CameraNearPlane = _ProjectionParams.y;
float CameraFarPlane = _ProjectionParams.z;
float2 projCoord = input.screenPos.xy / input.screenPos.w;
float zvalue = Linear01Depth(tex2D(_CameraDepthTexture, projCoord).x);
float3 rayOrigin = _WorldSpaceCameraPos.xyz;
float3 rayCoord = rayOrigin / _Scale.xyz + 0.5f;
float3 rayDirection = normalize(input.worldPos.xyz - _WorldSpaceCameraPos.xyz);
rayOrigin += rayDirection * CameraNearPlane;
float rayStep = _RayDistance / (float)SAMPLE_COUNT;
float3 L = float3(0.0f, 0.0f, 0.0f);
int steps;
float shadowWeight = 0.0f;
for (steps = 0; steps < SAMPLE_COUNT; steps++)
{
rayOrigin += rayDirection * rayStep;
rayCoord = rayOrigin / _Scale.xyz + 0.5f;
float z = -(UnityObjectToViewPos(rayOrigin).z) / (CameraFarPlane - CameraNearPlane);
if (z >= zvalue) { break; }
UNITY_LIGHT_ATTENUATION(atten, shadowIN, rayOrigin);
shadowWeight += atten / SAMPLE_COUNT;
}
return float4(shadowWeight.xxx, 1.0f);
}
My commented-code-removed and trimmed version of my frag function
a quick question: in the shader fes 2021 world they were displaying skyboxes in these spheres that had the proper depth to look like they were super far away. How could that be done if lets say I want a room to have a night sky using one sky box texture, but have it be daylight everywhere else on the map. Thanks!
I hope shaders is the right place to put this
wait nvm i figured it out
quick question. I am rather certain that custom render textures are not allowed on avatars, but I am told that is the case. As far as I know, you could only use plain render textures. did something change?
CRTs do work on avatars
oh awesome, and here I was thinking I would have to jerry rig some weird cam/RT setup
I'm not too versed in shaders myself but I recently set up something that did use one, so I know it works
now here is a question, I am testing out some code in which a CRT references itself from a previous frame (double buffering), but I cannot seem to get it to work in plain ol' unity
and here are my CRT config
essentially, every frame I will be adding 0.1 to the rgb values, until I go over 1 and thus reset back to 0
however, even in play mode, the CRT remains black in engine
actually, this still happens even if my shader only returns (0.5, 0.5, 0.5, 1.0) directly (an unlit color shader). Attaching it to a material and on an object gives expected results, but the render texture using this material/shader still remains black, it doesn't update. what would cause this to happen?
When I try to add cutout shaders to an avatar, the Quest version doesn't like it. I feel insulted considering Spyro 2 from 1999 had transparent water. Is there any way in the future that we can get cutouts or transparency of any kind in later versions? There are so many avatars that rely on cutouts, but can't use them. I don't know if there are any custom shaders that can be used on Quest, but now I'm desperate to get people to stop asking me to make my stuff cross platform. It's killing my sanity at this point.
transparencies are unlikely to be added is it expensive to render transparencies for the mobile chipset on the quest because like arm-based mobile processors render differently compared to a consoles
So ARM processors are weaker than a machine made in 1996? From this point forward, I might as well block people who won't listen to me when I tell them "I can't make this cross platform because VRoid needs cutouts."
different rendering characteristics not necessarily weaker
In other words, more difficult to develop for than the Sega Saturn, and that thing was a nightmare to build for.
and also quest would be to be running at 72 FPS on a high resolution rendered twice so so much lower-budget compare fortnite or genshin impact on your phone
to be fair, there's things you can do about that, like cutting out eyebrows/eyelashes (or can also just do edge slides for that), or having them painted on the mesh instead
I'll have to figure out how to do that, because each time I have done that, the mesh breaks, and looks awful. So many holes...
if you're doing mesh edits on a mesh that already has shape keys, you should do the changes on a new shape key, and apply it to the basis after you're done
I'll have to try that. It will take quite a bit of time, but maybe I can at least get one model to be cross platform.
yeah I would say at least get a fallback model working
and then you can carry on not having to worry about the quest models
I'm snooping through the shader nodes of Cherub Bot because I'm trying to learn how some of it works but I keep seeing missing nodes in some critical areas, has anyone else seen stuff like this?
(amplify shader editor)
found an explanation but not an answer. The missing nodes are not just nodes, they're function nodes which are more like compressed groups of nodes packed into a single space to reduce clutter.
These likely aren’t transparencies, it just looks like additive blending. You can ‘fake’ transparencies on Quest using the same method. The VRC additive or subtractive particle shaders might work for your needs, depending on what it is you’re trying to achieve.
The particle shader only works on worlds. Iirc it reverts to diffuse on an avatar.
I'm trying to find the chart someone made baout shader frametimes.
Also, M E R C: Using grabpasses is great for effects but really, REALLY performance costly. The fact everyone switched to fake glass at the same time meant you saw huge FPS benefits around the same time across all worlds.
I'm fully aware of what grabpass is and it's pros and cons and uses.... If you want effects like refraction, you'll need a grabpass. There's pros and cons to everything and when leveraged appropriately, and named appropriately, it's not that big of a hit. As an artist and content creator it's up to users to utilize certain tools logically. Just because one thing may cause a higher hit to frame times than another doesn't mean it shouldn't be used at all, an artist needs tools available to be able to create the visuals they desire, logically. and by no means has "everyone" switched to using faked approaches, that's certainly conjecture and not "fact". You're implying that everyone used grabpass improper and everyone suddenly stopped which caused some kind of magical uplift across vrc which simply isn't true, this wouldn't be possible for a wide range of visual effects as grabpass is also unavoidable for many screenspace effects, not just refraction in water. Since other options are not available to us in vrc due to restrictions, you often have to utilize grabpass in many very useful ways to perform a wide array of effects. When used properly, and when named the same, a creator can maintain a near negligible hit to frame times. It's absolutely not so cut and dry to the point you can say "grabpass bad" more "grabpass has the need for higher focus to ensure its properly utilized and overhead is properly maintained "
there's also grabpass shaders and GRABPASS SHADERS. the rain shader that everyone seems to use is set to to run multiple samples for blurry refractions, and that'll really smoke your framerate compared to a single sample
I've heard talk about command buffers being more efficient but I'm still kind of a HLSL scrub and haven't seen practical examples of them running, especially benchmarked examples
Indeed. Heavily depends on usage, settings, and how the content creator leverages it. Of course it has a higher frame time hit compared to not usage a grabpass, but it's simply not possible to not use one in many situations so as long as you maintain overhead and optimization across your world and ensure you name your grappasses, it really isn't as big of a deal as made to be in that post.
In my world for instance. I heavily rely on grappases for a wide range of effects that would be impossible otherwise. Such as my raymarched black holes, sdf lamps, screenspace effects and more. But they are all named appropriately so even with everything enabled all at once. The extra hit to frame times is nearly negligible when profiling. If each had its own name, and no care or logic was used in their use, it could certainly be a notable hit, but there are ways to use things, and ways to not use things. People often also seem to equate ramping up iterations in a raymarch with it being a grabpass, just because something uses a grabpass doesn't mean that the grabpass itself is intrinsically causing the performance it, rather than other parts of the shader, such as high iterations.There are reasons to use them, and reasons to not use them and times when they may or may not be absolutely needed for an artist to achieve a look they desire as their use case is so wide.
by "naming the grabpasses" do you basically mean just naming them the same thing so that multiple shader effects can use the same grabpass rather than doing multiple?
Yes. A named grabpass.
Not like, the name of the shader file or something
right
A lot of prefabs and shaders off booth and other places all often have their own custom name, so people throw a ton of em in a world without considering that and then you have like 10 different names grabpasses instead of like one or maybe two depending on what can and can't go together. But it's kinda up to the world/avatar creator to set these up properly. Prefabs shouldn't be considered end products, more, examples.
Does Amplify Shaders work in VRChat?
yes it does
so how hard would it be to like change the name of what the grab pass uses the prefabs so that it can share
Literal seconds.
Open shader
Go to name
Rightclick, select all instances
Change name
Save
cool
is this the right place to ask about shaders? Is it possible to take a texture and split it in Red,Green,Blue turn it into 3 different black-white textures that switch from one to another. So make the shader draw all the red from the texture to a black-white image and so on?
sure, but you'd have to build your own shader to do it.
you'd just be swizzling your texture into the final color output (albedo, emission, whatever channel it is that you're using)
nice so its possible, thanks i will try learning it eventually
basically in your surf function you'd be returning .rrr instead of .rgb
void surf(Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D(_myTex, IN.uv_myTex).rrr;
}
or .ggg if you want the green channel, etc
you'd need an integer parameter in there that would act as the mode, and then if mode == 0 return .rrr, if mode == 1 then return .ggg and so on
thats pretty helpful i never written a shader before
it's a pain in the ass, i'm still learning how to do them from scratch. amplify shader editor makes it much easier if you want to work visually. otherwise i'd recommend watching basic tutorials on Cg and HLSL. i think there's some good ones out there by freya holmer, she wrote shaderforge back in the day
ok, starting point: i will go through the pinned resources and come back to your advice
can you explain what you're trying to do exactly? there might be shaders that already exist that can do that
like a lenticular card
or book pages that change when you move the book
invisible ink that changes under violett light source
Those are definitely 3 different effects.
for a lenticular effect, you'd probably want a kind of uv scroller / sprite sheet shader where the frame of the animation you pick is driven by the dot product of the surface normal and the camera ray
or blend between multiple textures the same way, but it might be more expensive. could get nicer transitions though
Has anyone played around with shader motion recently? I'm a little lost.
From their example, they show the avatar animating, and they use an orthographic camera, with a near - far distance of -4, 0. and this results in a bunch of squares showing up on the camera, representing the player's bone position/rotations. That I understand, but then they output that camera footage as a rendered texture, and then say to record that at a particular resolution with a screen recorder like obs, to use later.
How would I go about recording it? It needs to be pixel perfect, but if I make it a plane, and then use the vrchat camera to record that plane, it's bound to be off-center, if only by a bit. It can't be the main camera, as the far distance has to be 0, which requires it to be a orthographic camera, and not a perspective one.
Is there a way to get a rendered texture's output directly? I'm sure I'm missing something basic here...
I wonder if quest will get custom shader support, like just small shaders, not huge ones
Not likely.
They might add some new ones to the whitelist, that’s entirely possible, but I don’t think they would ever risk letting people construct their own.
You can use unsupported shaders for quest worlds tho. I found a lot of shader toy shaders work fine. Poi mostly works fine too.
Avatars can be taken anywhere tho, so course they need to be more locked down. Though would be nice to have at least a single cutout shader. Or at least one shader with a masking layer. But, it is what it is.
In VRC, can a shader react to colliders by lightly deforming a mesh?
yes I have seen those Waterbeds on vrchat that react to your avatar
can something like this be used on an avatar's props? like a beachball or a plushie
no not really as it only works in One Direction
so it can handle up and down but not like left to right
maybe you could do physics bone stuff?
yeah, I guess I could try that
hello are there any shaders that all people can actually see that emissions work in? What I mean is, a shader that wont light up the entire avatar or make it cartoony looking? I love the standard shader, but vrchat keeps wanting, for some reason, to turn my avatar blue every time I use it on this one avatar and im not sure why
I dont really want any fancy shaders, I really would prefer my standard one, but just for some reason my avatar refuses to work in vrchat (in unity it looks just fine). and yes... in every world it's messing up so not it's not just a world lighting issue
For context, there are only certain parts of my avatar that I'd like lit up. Not the entire avatar. But with standard, and only with this avatar for some reason, it always turns out blue. Not the correct colours I have set.
update: okay I just tried another random shader (poiomi, which I dont want to use honestly) and the shading is STILL blue
someone please help with this
weird okay so it's only the emissions doing this. can someone help me PLEASE and tell me how to make the lighting on them more solid instead of this weird obnoxious blue shading???
if your color is weirdly turning blue regardless of what shader you're using, it's probably your textures that are screwed up. or you have vertex colors embedded in your model.
it'd help to see what your material settings look like.
For those of you matcap-crazy folk (who want shiny reflections) here's a good bunch of matcaps I made myself, rated by tier.
I could provide images. As I've said, I've used many shaders and sadly it doesn't change what is happening with the blue. From what ve wondered, in-game, it's only the parts I have emissions on that's doing this. The shadows on those bits are causing the blue, while the rest of the model (the parts that don't have emissions) is just fine and normal.
Let me boot up my computer and I could show you how the material and the texture.
I'd like to say one more thing though: this has never happened to me before. I've used all colours and the standard shader (my preferred shader) and it always comes out exactly as it should. I'm not sure why this one is messing up.
here's the material:
and what's your material look like in the viewport?
Here's the settings for each texture:
viewport?
oh, where it's all shown? pretty correct:
it looks just fine in unity
would you like to see how it looks in vrchat? I could send some screenshots
yeah that'd be helpful. does your model have vertex colors? does your emission texture have an alpha channel?
how would I check either of those?
vertex colors in blender
i don't know blender well enough to say specifically, hopefully someone else can chime in
lemme check
you can check your emission texture for alpha in any image viewer, photoshop or whatever
okay im not sure how ot check vertex colours in blender so yeah hopefully someone could tell me
as for the image texture, I usually use paint tool sai
And here are screenshots. the first one, it isnt too noticeable but still there. in the second world, I'm straight up two different colours
attach your diffuse and emission textures here and i'll scope them out
the only other thing i can think of, if alpha isn't the problem, is that your colors are so saturated and you're fully blasting out both albedo and emission with these colors, so the math of adding those colors together is creating some very weird numbers that unity doesn't like
It's strange because in unity it looks fine, no matter the lighting. We tried dimming the emissions too and it was the same effect
are you seeing this effect in a specific world? or all worlds?
okay
what i would try doing is removing the super bright colors from the albedo texture where you plan on emitting from the emission texture
what if you try to set it to baked
instead of realtime
i actually think i tried baked but i could try it again
ill try that
basically if you want something to be emissive, dial back on the albedo in those areas. generally something won't be self-illuminated AND reflecting light. also, adjusting your color values so that no channel is fully saturated (R G or B = 255)
using fully saturated channels tends to cause unwanted mathematical errors, especially when you're blasting out a lot of reflected light from the albedo on top of emission
hows this?
also what fascinates me also is the blue shows a lot on the white as well, which obviously isnt saturated at all
though if this is unsaturated enough, i could throw it in and see what happens
you probably don't have to dial back THAT far. just don't use pure colors
i think it'll be more important to tone down the albedo where you want things to be self illuminated
alrighty
think of it this way: you have a close to pure yellow in your diffuse, R=255, G=246
it's exactly the same in emission. so in HDR terms that's an R of 2 and a G of nearly 2 when the avatar is fully lit. that's a lot of light to reflect back, and since you're well outside the regular visible range of 0-1, the tonemapper is going to have to decide how to represent that color, and it might not make the right decision
avoiding "pure' colors can sometimes sidestep colors going wonky when intensities are really high. but you can also just avoid using crazy intensities.
make your diffuse parts dark where you want them to appear glowing in the emission channel.
(one moment dealing with something that just came up irl)
So with the dimmer textures, it still didnt fix it and just made it less saturated
it's even more green and blue now aaa
you dimmed albedo or emission texture?
oh did they say to dim the emission too?
noo
if you dimmed albedo then hmm it's something wrong with emission
since it's more greenish
okay, so what could it be then?
the thing is i tried your both textures and they work fine for me
im going to try replacing the emission texture with the albedo as just an experiment to see if it does it the same for it
yeah try replacing
yeah it isn't
i tested it
it isn't image related
i think it might need tweak in shader graphs in blender
it needs experimenting that's for sure
hmm
i'm sadly not that acknowledged to tell what it is exactly
if i were in your place i would try things in blender in shader graphs
maybe even bake emissions in blender
alrighty
?
man im really upset by how this just isnt working
Okay can someone please help me with this like this is getting ridiculous.
My boyfriend is using the same model, same textures, same unity version, same shader, SAME EVERYTHING And look here, LOOK. Why is MY MODEL different? Why is it coloured wrong but his is coloured right?? god please help me
even the same shader properties?
ive been trying to fix this for a month now im getting so tired of this
same everything
yes your textures worked for me as well as for your bf
its weird
might be your unity have something messed up
has a brand new unity project been tried out?
i updated unity and everything and yes I made 2 new projects
i have no idea honestly why
hmmm... maybe mesh renderer slightly different? im assuming custom animations have been ruled out?
yes does he had custom playable layers too?
he said he didnt put them on
so you try too
I have a shader which normally has some values and textures set via a Unity script. That obviously doesn't work at runtime in VRC. I've calculated and hard-coded the normal values, but I'm not sure what syntax I should be using to point the shader to a few of the texture files it should be using.
The config script uses:
public Texture2D NoiseTexture;
Shader.SetGlobalTexture ("WIND_SETTINGS_TexNoise", NoiseTexture);
... and then the texture gets assigned in the editor. Any ideas what syntax I'd use in the shader to hard-code it to look at a specific texture file?
there's nothing stopping you from modifying exposed shader properties at runtime in vrchat
plenty of avatars and worlds both have this
just gotta port the script from C# to U#
What's stopping you from setting the textures/values in the material ahead of time?
Believe you can set material properties via animations as well
Nothing, I don't know how, that's what I'm having trouble with 😉 I can hardcode floats easy enough, I'm struggling with how to set textures though.
I don't think you can hardcode textures, but you can set the texture in the material that is using the shader.
Makes sense.
It's not something I often see used, but I think you can also set the default textures used by the material by selecting the shader, though the material can override them.
The shader itself can only specify a very limited range of built-in default textures (the texture used if you don't assign a texture to the material), these are 'bump', 'white', 'black', 'gray' and 'red'. Documented in the Texture2D Material property declaration: https://docs.unity3d.com/2019.4/Documentation/Manual/SL-Properties.html
Yeah, I know how to do that bit, I'm having trouble translating that into what the config script itself was then setting for the rest of the shader.
As I said before, when you select a shader, you can choose the default textures, here's what the top of the inspector looks like when I select poiyomi toon shader for example
A cginc file then used the settings from the config script to "do things" with the shader but I'm having trouble understanding how I need to define the things in the main shader.
So far, it sounds like you need to find/create some noise texture, and then in the material you're using, set the WIND_SETTINGS_TexNoise property to that noise texture.
For example the main texture is defined as "uniform sampler2D _MainTex;" which is fine, but if I try and define one of the ones the config would normally set e.g. as "uniform sampler2D WIND_SETTINGS_TexNoise;". Maybe I need to define it in the include before the main shader due to ordering...
Ok, it does look like you'd probably need to create both the Texture2D property in the properties of the shader and then the uniform sampler2D WIND_SETTINGS_TexNoise corresponding to that Texture2D in the shader itself.
The cginc being the shader and the .shader being the shader properties?
The documentation on Shader.SetGlobalTexture suggests that the shader not exposing the Texture2D property in the properties block is an example of where a global property can be used.
Global properties are used if a shader needs them but the material does not have them defined (for example, if the shader does not expose them in Properties block).
The .shader is the shader itself, but it can 'include' the code from other files such as .cginc files.
If you have a complicated shader, you might move different parts of it into separate .cginc files to keep them organised.
Yeah, it's got 2 cginc files. Ok so I can see and have set the materials now in the properties. No errors, but also no action. I'll poke around and see if I can progress from here, thanks.
Does anyone know of a shader that makes an item form from mist
Trying to do that (using UdonSharp) results in "System.Exception: Method is not exposed to Udon: Void SetGlobalTexture(System.String, UnityEngine.Texture), Udon signature: UnityEngineShader.__SetGlobalTexture__SystemString_UnityEngineTexture__SystemVoid"
There's probably an Udon specific way of doing it, I would guess the same way as how AudioLink works.
Hmm, or maybe not like AudioLink, it seems to be doing something with a CustomRenderTexture which "is broadcast globally (called _AudioTexture)". But I don't know how that "broadcast globally" part works. In shaders you can straight up add Texture2D<float4> _AudioTexture; as a variable among all of the declarations of uniform variables and use that _AudioTexture in the shader code.
I'm gonna put this one out there because it's got me completely bricked when it comes to making this avatar. So I've gotten my hands on a Meowscles Blender model that's got only one issue. A single one that's been plaguing me to NO end. I'm trying to make this model both PC and Quest compatible which is a feat in it's own right but here's the biggest issue of the bunch. When I put the model into Unity and start applying the Shaders offered by VRChat's SDK ( Because they want you using the one's under VRChat/Mobile ) it randomly turns the tail of the model red. Keep in mind pre-shader it's perfectly fine! Just the moment that I apply any shader the tail turns a completely different color. If there's any fix anyone could think of, please let me know! The entire body is one piece that gets retextured together, leaving the head as another part and finally the eyes - Three parts, and the textures don't mess up on either the eyes nor the head. Even the body is mostly okay, just the tail turns red.
Linking a picture to show the color difference and if it'll look familiar to anyone.. The issue, not the character.
If it only appears with the VRChat/Mobile shaders, then it's likely that the part with the issue has vertex colours. Most of the VRChat/Mobile shaders multiply the main colour of the material by the vertex colours of the mesh. You can remove the vertex colours in blender or use the Auto Remove Vertex Colors from https://github.com/kurotu/VRCQuestTools if you have that.
okay i have a question does anyone know how to make the shader not render if you are a certain distances away ive been trying to a different shader that property but no luck
if required i can send the shaders for reference
Does anyone know a good shader for particles that is lit by lightprobes?
if thats even possible
Poiyomi has the option for that (Distance Fade)
is there a place where i can get some quest compatible shaders?
you can only use custom shaders for worlds on quest
damn fr
There are already Shaders provided by the SDK, under vrchat>Mobile> Most (not all) of these can be used for avatars. (Not the particle Shaders or the lightmapped one)
For worlds. Have at it. A lot of shaders work, but you can't use grabpasses or render textures.
does anyone have a shader that hides nametags?
Hiding nametags violates the vrchat community guidelines btw
When creating or modifying your avatar, your avatar must not:
Contain features or elements constructed to mislead other users about functionality of VRChat.
Hide, obstruct, add/remove elements from, or affect/modify the appearance of the VRChat UI (such as nameplates).
Ah damn, just wanted to scare some friends
anyone good at blender texture mapping? when i do it its always off
github?
Just search for Poiyomi on google
It's in the standard Poiyomi toon shader
i see but can i apply the code of that to another shader
Yeah the shader is open source
and how would i apply it
or could i perhaps send you the shader i want it applied onto
I'm not really a shader expert. You'd have to learn how to do it
alright got any i can start
Do you not have a shader already built out?
Hello everybody!
So uh, I think this qualifies as shader shenanigans...
Does anyone know why the Standard Shader would have this extreme fresnel around the arms (left image)?
I did work on the shoulder rig, could this be a result of some rotation that confuses the shader? The effect is unconnected to shadows, metalness or roughness, since it happens even on a "blank" shader without normals, etc.
Anyone know what could cause this and how it could be fixed?
https://cdn.discordapp.com/attachments/730948173379535022/969736478315933756/unknown.png
can stencil shaders hide everything?
A stencil shader is kind of like setting up an invisible green screen. You use one shader and it draws the invisible green screen (the stencil) onto the pixels of your screen. Then, in your other shader, it can check the stencil value of each pixel and can do things like only render to pixels where there's a specific stencil or the opposite, only render to pixels where there isn't a specific stencil value. You have to set up both of the shaders to work with the specific stencil values you want.
So the answer is yes and no. Stencil shaders can hide everything, but only in your shaders/materials specifically set up for it.
ah ok, if it works like an invisible green screen, could it also hide my nametag if I were to cover my avatar?
No, you don't control the shader of your nametag
I do
Then it should be relatively easy to find how Poiyomi does it if you understand hlsl
Raymarched beeBorg for ur effort
Love shadertoy. I've spent so much time converting hundreds of shaders. Moore mooooooore
I'm having this issue with using the default shader on my avatar, whenever my avatar is clipping through surfaces even a little bit, the whole avatar dims
So im practicing with shaderforge and my latest project is to make one of those triangle displacement shaders you see on some avs where a heightmap will offset a triangle by the normal of its center
but cant find a way to point out the average normal so they offset in a jagged fashion
so far, unless I use UVs, i cant seem to get those normals to set right, and even then the mesh is too complex for me to just take each UV in blender and make every poly an island scaled to 0
anyone know how to get glass visible inside glass on blender? im still new to blender shaders. The second image is whats inside the first
Same here never really gotten into blender shading
ive done my best by myself, it only appears from an angle but thats enough to work with. Apparently eevee doesnt allow glass to be seen through glass
also, i can't seem to find what's going on in some worlds when my shaderforge renders just disappear
trying to rebuild a custom toon shader in Sovren's chill home for example, and I can't even use an if test function to switch to flat lighting or something if shading is disabled
With the upcoming single pass stereo compatibility and SDK checks, is the SDK guaranteed to alert you if a shader won't be future proofed for that update? I'm not sure how to check some of my shaders for compatibility
anyone know a good vertex color blend shader that would let me do stuff like this?
I know red_sim has a good one that does that that I use. But that one is off their pateron (paid)
I'd be surprised if there isn't a free version of something similar. I think the filamented shader supports something similar?
Oh no, I was thinking of the ORL shader.
thanks i'll look into this
this includes a standard Shader that has material blending by Vertex color
Ooo that's nice
i was literally just looking for one of those, yall da best
I'll have to add it to my little document of useful prefabrs and shaders n such
Pretty sure it could be done using Poi with RGB masking too.
^
Poiyomi has RGBA masking. you can either use a texture as your mask, in which case all 4 channels can be used. alternatively, you can use vertex colors rather than a texture. every channel can have a color texture, aswell as a normal map if you tick "Enable normals".
@scenic wolf
i tend to avoid shaders that are more complicated than they need to be
I find myself quite stuck in trying to add two additional UV's to a vertex shader... I wonder if anyone here can help me figure out what's missing...
I'm injecting the uv stuff here:
float4 pos: POSITION;
float2 uv: TEXCOORD0;
float2 uv2: TEXCOORD1;
float2 uv3: TEXCOORD2;
};
struct v2f {
float4 pos: SV_POSITION;
float2 uv: TEXCOORD0;
float2 uv2: TEXCOORD1;
float2 uv3: TEXCOORD2;
float3 worldNormal: NORMAL;
float3 worldPos: TEXCOORD3;
};```
Then trying to get those uv's into outputs here:
```v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex__FurPrimary);
o.uv2.xy = TRANSFORM_TEX(v.uv2, _EmissionMask__FurPrimary);
o.uv3.xy = TRANSFORM_TEX(v.uv3, _AudioLink__FurPrimary);
return o;
}
v2f vert_surface(appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex__FurPrimary);
o.uv2.xy = TRANSFORM_TEX(v.texcoord, _EmissionMask__FurPrimary);
o.uv3.xy = TRANSFORM_TEX(v.texcoord, _AudioLink__FurPrimary);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
v2f vert_base(appdata_base v) {
v2f o;
float3 P = v.vertex.xyz + v.normal * (_Length__FurPrimary / 2) * FURSTEP;
o.pos = UnityObjectToClipPos(float4(P, 1.0));
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex__FurPrimary );
o.uv2.xy = TRANSFORM_TEX(v.texcoord, _EmissionMask__FurPrimary);
o.uv3.xy = TRANSFORM_TEX(v.texcoord, _AudioLink__FurPrimary);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}```
So... the obvious issue is that I've got v.texcoord in all three TRANSFORM_TEX's in the vert_surface and vert_base functions...
but if I use their respective uv, uv2, or uv3, then it throws an invalid subscript 'uv' error
and after a whole lot of googlin' I finally decided to ask here -- hoping that someone might see where I'm going wrong.. 😂
Both the vert_surface and vert_base functions are not using the appdata struct you defined. They're using the appdata_base struct that's part of UnityCG.cginc
this explains some things...
thanks @sharp pike -- I'm gonna rearrange some bits and see if I can get it working
I'll need to define vertex and normal in there
Success! -- it's workin'
I'm looking for a good night vision and/or thermal screen space shader. Are there any recent-ish ones that anyone would recommend? This is the first result on google. Looks good from the pictures, but does it still work today? If anyone has knowledge on this niche shader type, do let me know what you'd recommend!
if it render is using the built-in renderer it should work in vrchat
Is there some way other than UVs to seperate the faces/tris of an object? trying to do individual face operations with an avatar, but don't want to have to manually build an alternative UV map just so some verts lift off the mesh
vertex colors?
would that cause issue with other vertices? My issue is that the object has smooth normals, so I can't just offset vertices by normal, and I'm trying to have a noise system levitate the face by the average normal
I've seen it done before, but Idk how to pull off the effect without making a new UV map and turning every face into an island, then offsetting by that
but thats a fair bit of work to set up
I don't know as I don't write shaders
I've just been using amplify as of a few days ago; don't have the energy to learn HLSL
ill just try making each UV an island then
I'm attempting to simplify some repetitious code by making it into a function (float?) and am having a rough time getting anything but the uv0 to work in it.
I've got:
float4 epicThing(float UV, float Rotation, Float Length, etc...)
and I'm using it in a float4 frag_surface(v2f i): SV_Target {.......
I have multiple uv's in that i and they definitely work (thanks to an earlier assist from Mysteryem)
but now, when I try to use UV3 like this: float Thing = epicThing(i.uv3.xy, _Rotation, _Length, _Etc)
...it doesn't seem to take. However, using i.uv.xy does work, albeit without functional rotation...
I suspect there's a better way to get UV data into that function that wouldn't require a float UV, but I'm having a hard time finding any examples online...
Here's a screenshot for better context:
If anyone knows how I can get my UV3 into that float4 audiolink function, I'd be grateful to find out.
(and it's not throwing any errors -- it's just, visually, returning 0,0...
eh... I'm probably overthinking this... I'll just revert back to the version with duplicate code, at least it worked :/
Anyone got any good stencil shaders or do I have to write one?
Poi can do stencil. As can Mochi's.
Ooo Mochi's can? Sweet.
Tbh i prefer to use anything but Poi when there's an option to XD
Poi is an amazing shader and V8 is easily one of the best available for multi purpose stuff. Hating it would be more justified back in the days of Master, but those days are long gone. None the less.
Oh its def great, and I use it for avatar stuff plenty. But if i can use something smaller thats aimed to do a specific thing and that only I'd rather use that where possible
you're aware of the Locking system in Poi, right?
and what it does?
I am. I even sub to the patron and have the pro version.
In my testing, a standard pbr setup material with albedo, normal, metallic/roughness and Heightmap, poi just doesnt preform as well as anything else.
So unless It has a specific thing I need I dont use it.
https://media.discordapp.net/attachments/912214795342716948/946891402049110126/unknown.png
that looks like it would be before lock in though
I havent retested with the new v8 though
I didnt try it unlocked but could have a look
it should perform around the same as standard when locked in
as long as you're not using more heavy effects like parallax and grabpass
Ill update to the new v8 and retest it
yea curious to see how that'll perform
Doesn't take up much space per material when locked. I have hundreds of poi materials in my world but it's like maybe 10mb of materials or less. Entire massive world is like 40mb.
Nope just colour, normal, metallic & Vertex offset (height)
idk if theres a different way to apply a heightmap to it
there's parallax and vertex offset, but why do you need to use the height exactly? the vertex offset height is mainly useful for things like special effects or when using Tessellation
for extra detail you'd use a normal map
Heightmaps are great. Helps for things where everything isnt mostly level. EG a wall of brick where some bricks are inset a bit more than others that a normal map cant give you the effect of.
suppose that's another decent use case yea. could try profiling it with it disabled/enabled to see the performance hit
I don't think it should be that much
Oooo theres a specific world shader in v8. Interesting.
Well colour me Suprised. I could have sworn i locked it when testing last time but must have not.
Here's my results now:
1: standard shader
2: Poi 8 World unlocked
3: Poi 7 unlocked
4: Standard again just for reference
5: Poi 8 World locked
6: Poi 7 locked
I might use poi more often for world stuff now if thats how well it preforms. 🤔
yea that seems more like what I would have expected. thanks for running the tests to confirm 👍
I wonder if it supports othe other bakery directional modes too.
only one way to find out
I dont see any mention of it in the lighting settings, so maybe not.
But not an issue personally since ive stuck to baked normal maps so far.
Yea, i looked through that section to see if it supported RNM or SH baking but doesnt look like it
for refrence
Personally I've just used baked normal map so far with bakery and it gets the job done nice enough.
But want to try using SH for a world one day, play with lights a lot or something in it.
Ah fair enough.
awesome to know
First off, your i.uv, i.uv2, i.uv3 and i.uv4 are already declared as float2 type, so doing something like i.uv2.xy is the same as just i.uv2 as x and y refer to the first and second components of a float#. Using .xyzw/.rgba after a float# variable is known as swizzling, you can do stuff like i.uv2.y, i.uv2.yx or i.uv2.xx and I think you can probably do stuff like i.uv2.xyxy to get a float4 too.
The initial problem with your audiolink function is that its first parameter UV is a float type, but i.uv3.xy (or just i.uv3) is a float2 type.
Also, the return type of the audiolink function is a float4, but you're assigning the result of that function to a float, that doesn't seem intentional. The last line of the audiolink function looks like it's only returning a float since all you're doing on the last line if the function is adding 4 numbers together and then multiplying by a 5th number, or returning 0 if audio link isn't available, so the return type of the function should probably be float.
@sharp pike thanks for the input, HLSL isn't my first language, so I'm kind of learning through a lot of troubleshooting. I'll revisit the shader today and see if I can improve things based on what you've shared. 👍
Ey, I cleaned up a bunch of excessive xy's and things are working great now -- much cleaner overall too.
Agree
Is there any easy way to convert blender eevee materials to Unity shaders?
Not that I'm aware of.
you can't
Where do you go to see these render time stats?
Is there a word/name for the technique of reading/writing data via colour pixels in a shader like done in the motion capture or DMX shaders?
anyone know a cel shader that makes things cartoony?
hello guys, I wonder which techniques you use to make glow, more related to vfx. That's a question I have been thinking a long time.
a lot of people use postprocessing but doesn't seem the "perfect" solution
I would like to hear your opinion
anyone know how vrchat handles stencils?
Up the top
Window > analysis > profiler
I don't think it shows gpu be default, just cpu so toy have to xlixk the settings button in there to show the GPU profiler
It handles them just fine, from what I've seen.
Any specific things about they you wondering about?
Thanks
i have a shader that works perfectly fine in unity, also when previewing the avatar inside of vrchat in the avatar menu thing, but when i change into the avatar it renders black
Make sure your shader works with light probes and not only dynamic (realtime) lights. Most worlds use only baked lights and light probes for performance reasons. The default Unity scene has only dynamic lights and the avatar preview in the avatar menu in vrchat has its own dynamic light so that you can see the avatar in the menu even when the part of the world you're in is pitch black.
its an unlit shader
modern art
it doesn't appear black, it's not visible.
specifically kioi's shader has a stencil with an unlit shader as the base and another separate shader for the mask, when the mask is in front of the base, the shader renders, otherwise it doesn't.
The problem is that on unity the shader works correctly, the stencil masks the material as it should
but on vrchat that mask doesn't seem to work, and the material never appears
im very confused now, poiyomi with the same stencil settings gives the same result, works in unity, inside vrchat avatar preview, but not when i change into the avatar
Then you'll have to check if you don't have any animation affecting the materials or objects
(don't forget to change the shader to yours before uploading)
If you're doing stencil stuff, make sure that the render queue of the stencil mask material is lower than the render queue of the material that reads the stencil. If they have the same render queue, you may find that they render in one order in Unity, but in a different order in vrchat.
Yes we did that, and also made sure we weren't on the wrong order, these are after the transparent queue because the stencil has a blend zero one pass
ok here a compilation of what ive tried
every combination of zwrite and cull on both mask and the material,
i have the mask on queue 2000 and the material is on 2001, tried reversing that just in case
also tried transparent render queue,
i checked all of the animations and just in case i tried this lyuma emulator thing but it works fine in unity
also checked different maps
and checked the normals in blender and they are facing the right direction,
only clue i have is that it does looks alright if i look from the backside for some weird reason.. that i obviously dont know 😢
Now that you say that
Have you tried displacing the mask behind the base?
Instead on being in front?
Don't forget transparent shaders must have zwrite disabled
Ye but transparent shaders gotta have zwrite off, unless you want to see the polys overlap
so I'm attempting something with a simple avatar (using blender) and I want to add a light source to an object so that when I export it for vrchat, the object lights up a small area around the avatar (I also have no idea how to create toggleable objects as all tutorials I find seem either outdated or confusing)
That would be done in Unity. You just add a spotlight or pointlight depending on the visual effect you want. Note however, real-time lights are costly. But your question belongs in #avatar-help. This thread is for shader development or shader related questions. good luck.
ahh, thanks, and sorry for the wrong location
anyone know of a shader that pixelates and works in vr?
https://github.com/dsoft20/psx_retroshader
If you put this on a non decimated mesh (Like a normal avatar) it will straight up look like a pixelated filter from some adult film.
ill look into it thanks
No guarantee it will do what you want, but it def looks pixelated, is free, and works in VR. lmao. on low poly meshes it looks like PS1 graphics. But on a normal avatar it looks, especially from a few feet away, looks hella pixelated.
What's some of the best shader for avatars?
that would entirely depend on what you want to do with your avatar
Poi is pretty versatile
Mochi's is good as well
I have pro poiyomi right now
Well there ya go
Def isn't
That's what i thought aswell
Performs pretty much same as Standard when materials are properly locked in
Im guessing this is what you mean by properly locked in
Yes, Always lock in materials
Yea, you can see on the link I posted, that Unlocked has a fairly high hit, but when locked, it's virtually the same as Standard
Ye i was looking at that earlier i just wanted to make sure that's what you meant by locked
Just in case i was missing something

Will this shader die in a future patch?
I don't think so, what does it do?
Heya, is there a shader that'll allow me to achieve an effect to replicate Halo Reach's night vision?
don't know of any, but you can try it yourself with a basic transparent unlit shader, getting the vertex sv position and dividing the x and y axis by the parameter _ScreenParams, then use these x and y axis as the uv for the texture
make sure the object is toggled off by default and it get toggled on only if the aniamtor parameter "IsLocal" is true to make sure you don't stick the ui on someone else's face
you can also set the uv on the vertex program as the function ComputeScreenPos(o.vertex) to avoid any stereo rendering issues
you can do that by right clicking the project window, create>shader>unlit shader then open the shader on any editor, doesn't matter if it's a notepad
go to the function that starts with v2f vert(appdata v)
and replace o.uv = Transform_Tex(blablablabla);
by o.uv = ComputeScreenPos(o.vertex);
and to make it transparent before the cgprogram keyword write Blend SrcAlpha OneMinusSrcAlpha
then on the Tags{} written after "SubShader{" write inside "Queue" = "Transparent" (with the quotation marks included)
if there's no Tags{} line after the SubShader line just write it yourself
I honestly have no idea what any of that means, but I'll do some googling and try to figure out how to do that, thanks for the help.
ye at first shaders were confusing to me too, idk if i can just do it here and upload it on this channel, if not then try to follow the steps and see if it works
From what little I know of shaders, those seem like some instructions to save for later
I didn't think someone would go through the details and actually explain it step by step!
Yee i like to be specific : >
4 understanding and optimization purposes :>>
I have zero knowledge about Shaders, and I don't even know why I'm in this channel rn, but from what you've explained, I feel like I could make(edit) a Shader so it looks like the description!
Yee i'm also (trynna) make some yt tutorials to explain shaders so ppl can make their own and not use performance heavy ones for simple functions, i hope it helps my fps on the future :>
Can anyone point me in the direction of a good vrc friendly water shader?
any chance someone could help me with skin matcaps? i know how to do the matcap but it just covers the texture and there arent any tutorials for that kinda stuff. Do i just need to use masks?
any shader with reflections (gi and brdf), normal map and transparency can work, you'll have to animate on loop the texture offset
the standard shader can work
not if you mean for quest tho
i can try making a quick one rn if you want, it's not complicated with surface shaders
how does it look? you mean it doesn't blend with the main texture?
I've never tried to do shader stuff, it's a mystical art to me
That's me out then, maths 😫
if you want i can just comment all the stuff that happens on the shader so you can understand it a bit
but is it for pc or quest?
Pc
aight
Thank you 😊
Silents water Shader on booth (free)
Beautiful water shader from Red_Sim on his patreon (paid)
Poiyomi Pro (grabpass + refraction, paid)
anyone know the name of a shader similar to genshin/guiltygear's
ive been using poiyomi toon shader but i think i might make the move to another to make model look nicer
but i dunno if anyones made one thats free like that
https://github.com/Aerthas/UNITY-Arc-system-Works-Shader has been around for a while, no idea how well it performs
im gonna see if anyones ported a model with that shader to vr
my avatar is from Vroid and I need a shader that is "Toon" and also quest compatible
I’ve heard about Unity 2020 and the SPS-I thing. I’m not familiar with shaders but is there a way I can tell if the shader I am using is SPS-I compatible?
Do anyone know what shader this black Rindo might be using? Looks cool but I have no idea what shader it is and how to achieve it.
anyone got the Rero shader?
Does anyone know why my shader renderes on the left eye where its supposed to be but on the right one its somewhere else
Quest or PC?
pc
what shader are you using?
some rim shader i found
ok if you can show the code of the vert program
that's an interesting rim (dunno why is it calculated twice and on the vertex program)
show the frag program
ye that's a weird way to make a rim shader
comment out the UNITY_SETUP_INSTANCE_ID line and also the two under it
Alright should I check if it works?
ye
ok so this is a photo of each eye?
how is it the whole shader code?
Here is the shader
I think maybe u can just dm it to me
ye
The sdk comes with one.
Under shaders look for vrchat -> Mobile -> Toonlit.
Oke this work! but it change my necktie color to white I am laughing so hard lmao
Yeah VRoid is pretty rough when it comes to transparent meshes.
Yep
The quest shaders don’t work with transparent meshes so you need to be careful to not color outside the lines if you’re trying to cut something short.
Facial features like eyebrows are also rough.
Oh I forgot to tell you that my eyesbrows are missing too so that's the thing 😆
Lol
If you want any videos to reference if you haven’t already seen them before, The Virtual Reality Show on YouTube is your best bet for VRoid stuff.
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