Pinned Tweet
Next update will come with improvements to the corruption shader for patrons! New UI, better performance, and bugfixes. Actually I don't think I've ever shown it on twitter before, so here it is! Links in bio :)
16
82
1,283
50,205
Mochie retweeted
Dynamic wetness integration with my standard and splat shaders. Shoreline feature that makes waves always approach the shore within a chosen radius. New higher quality foam with realtime bubbles, glints, and proper lightmapping. Coming in the 2.0 update :)
33
95
1,544
47,145
Proper shoreline waves implemented now. Can't wait to see what people do with this in their worlds. Scene by @SlyVR5
18
57
644
17,137
Dynamic wetness integration with my standard and splat shaders. Shoreline feature that makes waves always approach the shore within a chosen radius. New higher quality foam with realtime bubbles, glints, and proper lightmapping. Coming in the 2.0 update :)
33
95
1,544
47,145
Replying to @MochieShaders
Just to be clear, since this obviously left my target audience: this is a package of unity shaders made in the built in render pipeline for vrchat players, under fairly restrictive conditions. Obviously other engines can do this sort of thing very easily, that isn't the point.
0
0
4
327
Added the option to output depth from my standard/splat/uber shaders so that geometry and shadows wont appear to float on top of heightmapped surfaces anymore. Now things can intersect properly :D
3
17
283
5,889
Today I did a bunch of work on fog and refraction. They're both much more physically accurate now, and the fog matches the underwater visuals much closer!
15
42
691
17,760
I've just released v1.78 of my shader package! This is the last major update before 2.0 in November, and it brings a huge number of bugfixes, some cool new features, and lays some helpful groundwork for the automatic migration process in 2.0. Links in bio, enjoy!
This month's update is going to include another highly requested feature for the water shader. World space vertex offset waves! Now you'll be able to easily drop a prefab into the scene and scale it to any dimensions you want without having to play with the settings to fix it!
1
4
112
3,344
Mochie retweeted
Replying to @VRChat
@VRChat @dtupper can we get feedback.vrchat.com/udon/p/expose-… pretty please?🥹
This would make everything I do so much more performant (fluids, shader virtual machine, complex effects...)
0
8
71
8,664
2.0 is going to have some very considerable performance improvements across the board. Still WIP though. Particles won't see much because I wrote it very recently so it was already fast.
3
3
89
2,735
i have implemented the functionality
2
5
121
7,287
Waterline WIP.
7
13
252
4,803
Added little particulates to the underwater effects shader. Also the underwater prefab now automagically sets itself up to work with whatever water surface you have selected, and works in editor by just flying your camera underwater, no extra systems required :)
4
25
278
6,932
Major overhaul for everything water coming in the 2.0 update in November. New godrays and caustics based on the surface normal maps, as well as a full overhaul of the underwater effects so it all matches 1:1 now!
11
60
460
15,524
Super excited for this! The update I released a few days ago supports it too!
VRC Light Volumes v.3.0.0 released!
New features: EVSM shadows, separate speculars, light clustering, animated cookies, area light cookies, shader stripping, improved performance and more!
github.com/REDSIM/VRCLigh…

#VRCLV #VRChat #Gamedev #Unity #Shader #VR
0
6
93
2,719
November is going to be a massive 2.0 update, which will be available on VCC/ALCOM. The upgrade will be painless, just add the repo listing, add the package to your project, and it'll clean up the old install for you. Patrons will just import a regular unitypackage on top!
2
1
78
2,454
Replying to @MochieShaders
As for what makes it 2.0... massive sweeping optimizations, loads of bugfixes, and a bunch of new features for every shader will be included as well :D
0
0
5
568
Currently working on blur stuff. Right now the focus is on removing the ugly halo around objects that sit in front of blurred surfaces. At the cost of extra depth-texture samples I've managed to reduce it dramatically!
3
5
69
2,795
Replying to @MochieShaders
Another cool thing I can do with this is make the blur strength dependent on how far behind the surface the object is, rather than simply blurring the entire image uniformly, which is much more realistic to how real frosted glass behaves. Coming to a glass shader near you soon!
0
0
7
511
This month's update is going to include another highly requested feature for the water shader. World space vertex offset waves! Now you'll be able to easily drop a prefab into the scene and scale it to any dimensions you want without having to play with the settings to fix it!
4
5
110
7,448
Just released a hotfix to address SSR being broken in the standard shader. There's also a small script included to iterate over your project's materials to ensure there aren't grabpasses running on materials from before I changed how they're toggled. Find it under Tools > Mochie.
0
0
11
1,085