d4rkpl4y3r
@d4rkpl4y3r.bsky.social
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d4rkpl4y3r.bsky.social
I had something similar in my repo for a while. Completely jumbled up release order. However it was the correct order when I looked at the list with an incognito window which is really weird.
Reposted by d4rkpl4y3r
just.hai-vr.dev
If you own a robotic arm, other users can now remotely move it with standard DPS or SPS lights, using this new open-source software that I am releasing today.

No special setup is needed from the other users. If they already have lights, they can control it, no program necessary.
Reposted by d4rkpl4y3r
silentvj.bsky.social
what if your avatar's minimum brightness was set to zero, it'd be pretty cool
Reposted by d4rkpl4y3r
orels1.bsky.social
Been playing with some wetness effects for a #VRChat world recently. Took the math of @mochie.bsky.social 's water gerstner waves, rendered it to a texture, and then did some simple decay on it via Graphics.Blit. Its a little jank but I've stared at it long enough that I think its working #unity3d
d4rkpl4y3r.bsky.social
Man you project is cooked or something. I've never experienced or heard of anyone else having those two issues before.
Especially the play mode one. I don't think I ever upload without going into play mode beforehand to test.
Reposted by d4rkpl4y3r
sim.red
RED_SIM @sim.red · Jul 20
Light Volumes v.2.0.0 released!
Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time)
Ability to project images and cubemaps.
Also baked shadow masks and even more features!
github.com/REDSIM/VRCLi...
d4rkpl4y3r.bsky.social
The hair has to make way for the cuddles.
Reposted by d4rkpl4y3r
sebastianlague.bsky.social
I made a video about my (extremely crude) software rasterizer. You can watch it over here! youtu.be/yyJ-hdISgnw?...
d4rkpl4y3r.bsky.social
You basically use the samplers and tex2dlod anytime that is defined and texture2d and .Load whenever it isn't defined
d4rkpl4y3r.bsky.social
blegh, personally I would simply not support surface shaders. But if you really want it you can do it by hiding it from the surface analysis thingy with quite a bit of macro spam by checking SHADER_TARGET_SURFACE_ANALYSIS
d4rkpl4y3r.bsky.social
I took a quick look at it. You used 3 sampler2D in a linear nx1 way. Using just texture objects and .Load would probably be better. 3 samplers add to registers which means you might get knocked down in occupancy while just doing textures would not. Also 2D textures might not like a nx1 layout at all
Reposted by d4rkpl4y3r
orels1.bsky.social
Technologies change, the problems stay the same. Was trying to improve the results with @sim.red Light Volumes
Original clip by @crowscrowscrows.com #unity3d
Reposted by d4rkpl4y3r
just.hai-vr.dev
I have updated Lightbox Viewer to V2.4.0:
- Added new specialized lightboxes. They will only appear if the Light Volumes package is installed.
- Lights inside the avatar are no longer disabled by default.
- Add support for Poiyomi SSAO and similar effects.
d4rkpl4y3r.bsky.social
Adding the vrc light volume support to my raymarcher was slightly less trivial. The reason being that the self reflection rays for the metallic parts need to sample them a second time on their ray hit.
Still pretty easy tho and definitely worth it.
d4rkpl4y3r.bsky.social
I've been trying out @sim.red VRC Light Volumes on a bunch of my shaders.
It looks really good especially on larger things like my pool. Really grounds the thing in the world.
Reposted by d4rkpl4y3r
pema99.bsky.social
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
Reposted by d4rkpl4y3r
just.hai-vr.dev
I am releasing "Skinned Mesh Constraint Builder".

Avatars like Milltina are weight painted in such a way that attaching objects or particles to the body isn't as straightforward as parenting to one bone.
Use this tool to attach a GameObject to a polygon, like weight painting.
Reposted by d4rkpl4y3r
Reposted by d4rkpl4y3r
sim.red
RED_SIM @sim.red · Apr 14
VRC Light Volumes is a next-gen voxel based baked volumetric lighting solution for VRChat, I'm working on right now! It affects avatars, dynamic props, etc. Works really fast without major overhead even on Quest. It will be fully open-source and free, so stay tuned! #vrchat #gamedev #shader
Reposted by d4rkpl4y3r
michael-moroz.bsky.social
I've been improving my VRChat liquid simulation for the last few weeks. Of the most notable things that I've implemented is a ray tracing algorithm over a 3d texture isosurface (using some ideas from jcgt.org/published/00...)
Its surprisingly performant for VR resolutions!
Reposted by d4rkpl4y3r
michael-moroz.bsky.social
I'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid.
Still need to implement
@d4rkpl4y3r.bsky.social 's mip counting sorting method for improved performance.
d4rkpl4y3r.bsky.social
The other issues are not something I ever heard of. If you want to spend a bit more time on this you could try making a full bug report with steps to reproduce over on my github: github.com/d4rkc0d3r/d4...
Issues · d4rkc0d3r/d4rkAvatarOptimizer
d4rkpl4y3r's VRChat Avatar 3.0 optimizer. Contribute to d4rkc0d3r/d4rkAvatarOptimizer development by creating an account on GitHub.
github.com
d4rkpl4y3r.bsky.social
Extra polygons would only happen with my optimizer if your model uses the trick of adding more material slots to a renderer to draw the last submesh again. My optimizer bakes those as "real" polys. If thats the case there should be an info box explaining that though.
Reposted by d4rkpl4y3r
orels1.bsky.social
VRChat has released Steam Audio into the Open Beta. The website has been updated with a new counter: issteamaudiooutyet.com #VRChat
Is VRChat Steam Audio Update Out Yet?
Are we still waiting for the new age of audio?
issteamaudiooutyet.com