MyroP
@myrodev.bsky.social
370 followers 62 following 150 posts
33 yo dude creating and exploring worlds on VRChat. I am mostly posting about WIP stuff, Unity and world recommendations.
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myrodev.bsky.social
I just published a new version of the glass shader, it now supports :
- LTCGI
- Scrolling normals
- Chromatic aberration

I also fixed some minor issues.
#VRChat

github.com/MyroG/MyroP-...
myrodev.bsky.social
Interesting, good to know, thanks for sharing!
Currently, I'm handling box projection with this line of code, but there's no cubemap blending since I am only working with unity_SpecCube0 (from what I've read I would also have to sample unity_SpecCube1)
myrodev.bsky.social
I was surprised also.
PBR shaders usually handle roughness by using lower mip levels of the reflection cubemap (that's why it's so important to enable the mipmap setting on reflection probes). I'm pretty much doing the same thing here, but I was still amazed by the result.
myrodev.bsky.social
Yes exactly, it works well if the world has nice reflection probes, even better if the reflection probe uses box projection.
myrodev.bsky.social
The two lines of code you can use to sample the reflection probe with a refraction effect.

IOR : Index of refraction (0~1)
MipMap : Blur level (The shader blurs the reflection probe texture by just sampling a lower level mipmap)

A fun little side project, I learned a few things while making it.
myrodev.bsky.social
I released on my GitHub a new shader : Frosted Glass.
The shader uses the scene's environment reflection (reflection probe) to fake transparency : The shader is actually fully opaque and doesn't use any grab pass.

You can download it here :
github.com/MyroG/MyroP-...
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myrodev.bsky.social
Most of my friends are also usually on Orange, which I totally understand, but when someone’s Orange, I never know if I’d be welcome to join or not, and sending join requests feels a bit awkward.
What do you all think? I can write a canny.
myrodev.bsky.social
On VRChat, I sometimes stay on Orange since I’ve got friend groups that don’t mix well, like EN speaking friends joining a GER speaking instance etc.
I think it would be nice if we could set status per friend category (In the above case, "Green for Germans, Orange for others")
myrodev.bsky.social
The default Unity baker also supports that feature, but it isn't well documented : In your shader, you need to add the shader keyword "_TransparencyLM" and set your texture in that field
docs.unity3d.com/6000.2/Docum...
The result can be seen below
myrodev.bsky.social
The last Bakery update added the component "Bakery Light Filter", which allows you to easily bake light shining through stained glass, you just need to add that component on your stained glass mesh. No need to use custom cookie textures on your light sources anymore!
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myrodev.bsky.social
There are many amazing shaders out there, but I would also recommend trying out the shaders made by Orels (@orels1.bsky.social)
Here, I am using Orels puddles shader shaders.orels.sh/docs/orl-sta...
I'm also a big fan of how everything is beautifully documented.
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myrodev.bsky.social
Little update: This is what I modeled so far
myrodev.bsky.social
I think I have a new favorite water shader : Silent's clear water shader gitlab.com/s-ilent/clea...
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myrodev.bsky.social
I tried to make toilets no one will ever want to use
myrodev.bsky.social
It's easy to add if the shader was made with Amplify.
I don't think Orels shaders were made with Amplify, and I haven't looked at how to create modules for those shaders.
So, not currently, but definitely an interesting idea!
myrodev.bsky.social
I put the entire music visualizer in an Amplify function, so if you want to add that visualizer to your custom shader, you can do it pretty easily github.com/MyroG/MyroP-...
myrodev.bsky.social
A few months ago, I shared a music visualizer shader on my GitHub (see quote).
I recently added that visualizer to my avatar.
I wasn't so sure where to place it, but I decided to put it on my shoes. I'm pretty happy with the results.
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myrodev.bsky.social
Really interesting idea!
I haven't thought about that solution, I'll definitely keep that in mind
myrodev.bsky.social
@sim.red shared an alternative to the "floor(sampledColor + thickness)" solution that also adds some anti-aliasing.
Left image: floor(sampledColor + thickness)
Right image: Red_Sim's anti-aliased implementation
myrodev.bsky.social
Yes, thanks for telling me about that Bicubic sample node ^^
myrodev.bsky.social
Same as the 4th image, but this time with a 1024px texture
myrodev.bsky.social
It helped me improving the performance rating of my avatar.
I don't know of any avatar shader that supports it, but it's relatively easy to implement with Amplify
myrodev.bsky.social
I used bicubic sampling on my avatar to reduce texture resolution and lower texture memory usage.
1. 4k texture
2. 256px texture
3. 256px texture with bicubic sample
4. 256px texture with bicubic sample, sharpened using floor(sampledColor + lineThickness)
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