MyroP
@myrodev.bsky.social
340 followers 62 following 140 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
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!
#VRChat
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.
#VRChat
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...
#VRChat
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.
#VRChat
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)
#VRChat
myrodev.bsky.social
(6/7) Just search "gaussian splatting" in VRChat to find more.
I'm defintely interested playing around with it when I have some time, it looks fun.
myrodev.bsky.social
(4/7) You can download that tool here github.com/MichaelMoroz...
From what I've seen so far, that technique seems to handle reflective surfaces (water, mirror etc.) pretty well
myrodev.bsky.social
(3/7) These screenshots were taken in the VRChat world "Gaussian Splat Mega Gallery" by misha_m (@michael-moroz.bsky.social), which uses MichaelMoroz's Gaussian splatting tool. It's more impressive than any mesh-based photogrammetry world I've seen in VRChat so far.
vrchat.com/home/world/w...
myrodev.bsky.social
(2/7) Gaussian splatting is a volume rendering technique that renders volume data using lots of "splats" instead of rendering a mesh. In this case, the splats are rendered as blurry dots. Tools exist to generate the data from a set of photos.