MyroP
@MyroDev
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33 yo dude creating and exploring worlds on VRChat. I am mostly posting about WIP stuff, Unity and world recommendations.
Joined November 2019
I've just updated my theme park builder world, VRtual Park, with the Persistence Update! You can now save your progress and continue managing your theme park anytime. #VRChat #VRChat_world
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The "Point Light Volume" component uses a custom cookie texture showing a blurred fan. I'm rotating the point light in sync with the fan, which creates the illusion that the fan is casting a shadow, but that's not the case, AFAIK "Point Light Volume" cannot cast RT shadows yet.
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In my case, I would still need to implement some Udon code to highlight the door handle. Also, only the handle has a collider, so the door can only be pushed from the handle. But nice update, I can think off a few interesting use cases.
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(5/5) That's it! I hope my explanation was understandable and that you learned something new today š
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(4/5) On a side note : The last point is also one reason why you should be careful wearing avatars that have hidden features you'd rather keep private: - I've seen many avatars using high-render-queue materials (even for opaque materials). It wouldn't be great if you get reported
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(3/5) Setting the render queue so low with enabled ZWrite has some annoying drawbacks: - Skybox trails: The skybox doesn't refresh behind low-render-queue transparent materials, since the skybox is only drawn on parts of the screen that haven't been rendered yet => transparent
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(2/4) I'll explain why it works, but it's gonna be a longer post... The depth texture For the depth of field, VRChat uses the DOF post processing effect, which requires a depth texture to work. On the BIRP (I don't know about other render pipelines), Unity treats all objects
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(1/5) A thread about render queue and Zbuffer: VR Photographers: Wanna take pictures of your avatar with a nice depth of field, but some parts are completely out of focus? Set the render queue of your problematic materials to below 2500, like 2499, and enable ZWrite. #VRChat
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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
https://t.co/JsgAEgPRkc
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 : https://t.co/JsgAEgPRkc
#VRChat
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A fun little side project, I learned a few things while making that shader.
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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)
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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 : https://t.co/JsgAEgPRkc
#VRChat
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Most of my friends are also usually on Orange, which I totally understand, but when someoneās Orange, I never know if Iād be welcome to join or not, and sending join requests feels a bit awkward. What do you all think? I can write a canny.
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On VRChat, I sometimes stay on Orange since Iāve got friend groups that donāt 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")
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Now you can also do this in Bakery without cookie textures! 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 #VRChat
Unity supports the shader property _TransparencyLM, which adds light transmission properties to the material (only works with baked lightings)
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and did you know ORL comes with a modular shader system where you can puzzle together what you need? you can literally just puzzle together whatever you need with all the modules the shader comes with! LTCGI? VRSLGI? Arealit? VRCLightVolumes? all built in as modules!
There are many amazing shaders out there, but I would also recommend trying out the shaders made by Orels (@orels1_) Here, I am using Orels puddles shader https://t.co/4x3gZZ3mEW I'm also a big fan of how everything is documented. #VRChat
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There are many amazing shaders out there, but I would also recommend trying out the shaders made by Orels (@orels1_) Here, I am using Orels puddles shader https://t.co/4x3gZZ3mEW I'm also a big fan of how everything is documented. #VRChat
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