I am mostly posting about WIP stuff, Unity and world recommendations.
Create a "Tile discard" shader that uses an instanced property "tileToKeep" property, and set it via MaterialPropertyBlock.
Here, every mesh is GPU instanced, and renders in a single draw call.
Create a "Tile discard" shader that uses an instanced property "tileToKeep" property, and set it via MaterialPropertyBlock.
Here, every mesh is GPU instanced, and renders in a single draw call.
Second image has a few benchmarks
Second image has a few benchmarks
UV Tile Discard is a really interesting feature supported by Poiyomi, LilToon, etc. It lets you toggle parts of a mesh on and off without needing to use blend shapes or multiple Skinned Mesh Renderers (SMRs), great for performance ranking!
#VRChat
UV Tile Discard is a really interesting feature supported by Poiyomi, LilToon, etc. It lets you toggle parts of a mesh on and off without needing to use blend shapes or multiple Skinned Mesh Renderers (SMRs), great for performance ranking!
#VRChat
The place is big, it took me about 40 minutes to reach the end (and I probably missed a few spots)
Poolroom Wonderland: vrchat.com/home/world/w...
#VRChat
The place is big, it took me about 40 minutes to reach the end (and I probably missed a few spots)
Poolroom Wonderland: vrchat.com/home/world/w...
#VRChat
The setup is basically a video player that gets rendered through the VRChat camera only
The setup is basically a video player that gets rendered through the VRChat camera only
The second part shows that the audio source is attached to the lens, not the actual camera screen.
The second part shows that the audio source is attached to the lens, not the actual camera screen.
#VRChat
#VRChat
To test that new component, I made a door that works without any Udon code, and it was relatively easy to setup. Functionalities are very similar to avatar PhysBones, bones can be pushed and grabbed #VRChat
To test that new component, I made a door that works without any Udon code, and it was relatively easy to setup. Functionalities are very similar to avatar PhysBones, bones can be pushed and grabbed #VRChat
The 300 character limit is pretty annoying, so I had to shorten some explanations...
The 300 character limit is pretty annoying, so I had to shorten some explanations...
- "X-ray" shaders can hide high-render-queue mats. Would suck to get reported just because someone in the instance used that shader....
- Also not everyone shows your avatar=>anims won't init your avatar properly.
- "X-ray" shaders can hide high-render-queue mats. Would suck to get reported just because someone in the instance used that shader....
- Also not everyone shows your avatar=>anims won't init your avatar properly.
- Skybox trails: The skybox doesn't refresh behind low-render-queue transparent materials, leaving visible trails. If a world has bloom, emissive materials may turn into flashbang.
- X-ray effect: Any object with a higher render queue won't render behind that transparent material.
- Skybox trails: The skybox doesn't refresh behind low-render-queue transparent materials, leaving visible trails. If a world has bloom, emissive materials may turn into flashbang.
- X-ray effect: Any object with a higher render queue won't render behind that transparent material.
This was impossible to fit under 300 characters, so here's a screenshot
This was impossible to fit under 300 characters, so here's a screenshot
Wanna take pictures of your VRChat avatar with a nice depth of field, but transparent parts of your avatar aren't in the same focus plane?
Set the render queue of transparent materials to below 2500, like 2499, and enable ZWrite.
#VRChat
Wanna take pictures of your VRChat avatar with a nice depth of field, but transparent parts of your avatar aren't in the same focus plane?
Set the render queue of transparent materials to below 2500, like 2499, and enable ZWrite.
#VRChat
- LTCGI
- Scrolling normals
- Chromatic aberration
I also fixed some minor issues.
#VRChat
github.com/MyroG/MyroP-...
- LTCGI
- Scrolling normals
- Chromatic aberration
I also fixed some minor issues.
#VRChat
github.com/MyroG/MyroP-...
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)
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)
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.
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.
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-...
#VRChat
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-...
#VRChat
docs.unity3d.com/6000.2/Docum...
The result can be seen below
docs.unity3d.com/6000.2/Docum...
The result can be seen below
#VRChat
#VRChat