Smash-ter
smashter.bsky.social
Smash-ter
@smashter.bsky.social
VRChat content creator that makes avatars based on meme and creepy pasta stuff. Learning more about the Unity engine and shader stuff.
Me when I realize Adventuring Guilds in RPGs are just like temp agencies in the real world.
October 15, 2025 at 2:51 PM
It's that time of year where they're gonna act like assholes
September 17, 2025 at 9:49 PM
Pokemon has some weird innuendos
September 6, 2025 at 6:36 AM
Bro i just cooked Discord 😰 @discord.com
September 5, 2025 at 10:52 PM
POV: the small demon king is in your palm. What would you do?
May 12, 2025 at 12:34 AM
Luckily for us, the twitter bots aren't here
May 2, 2025 at 12:35 AM
April 30, 2025 at 5:17 PM
so Nvidia updated Nvidia Broadcast
January 31, 2025 at 3:44 AM
bottom image
January 15, 2025 at 8:44 PM
AMD announced the new Ryzen APUs today. They come with up to 16 Zen 5 cores and 40 RDNA 3.5 CUs. Supports up to 128GB of RAM and has an XDNA2 NPU AI engine. The thing that's kinda exciting is the GPU having 40CUs, which the last I checked the Series X APU has that amount.
January 6, 2025 at 8:11 PM
Tony McMapface is honestly a nice LUT that seems to address a lot of concerns relative to how colors should behave and avoids the notorious 6. The catch is there is currently no source code to implement it without it being too complex from what the creator has said github.com/h3r2tic/tony...
December 13, 2024 at 7:57 PM
AgX fixes issues that have plagued ACES 1.0-1.3, but the caveat is AgX's default input matrix has abney effect issues, and the Blender approach with Rec.2020 works, but AgX is still too desaturated. For game engines I'd recommend the Punchy profile but you need to tweak the contrast a bit.
December 13, 2024 at 7:57 PM
Can you tell the difference, hint look at the blue column
December 13, 2024 at 4:09 AM
lerping initial color input (i) with initial input + tonemapped output (o) on the curve (g) makes it indistinguishable from each other, and in this screenshot you cannot tell the difference without me telling you which is which.
December 8, 2024 at 4:56 PM
I think I was right in my initial approach with adding the tonemap to the initial color output. Both screenshots use Khronos PBR neutral, left screenshot is with my scene's tonemapping set to none, and the right screenshot is when my scene uses Khronos PBR neutral.
December 8, 2024 at 4:31 PM
Aside from the d-pad, how can people really hate this design? It's basically a split gamepad with capacitive touch on all the buttons, but I guess people really want their fingers :/
December 7, 2024 at 4:32 PM
Today, I put out a community post on YouTube, so I'll just screencap it and paste it on here for y'all to read.
December 5, 2024 at 7:22 PM
On my tonemapping journey, I've began mixing a simplified version of the OKLab color with the Khronos PBR Neutral tonemapper directly in the shader. It makes Unity ACES more tolerable. Look at the alts for some details.
November 17, 2024 at 6:50 AM
for comparison, for a few days I've been using += to apply the tonemaps into the shader, which I've felt they didn't look right. So I tried a little experiment with lerping the input with the final output by the "g" in the code, and it looks better but still needs work. Here's some comparisons shots
November 10, 2024 at 6:55 PM
My little experiment is trying to get tonemapping directly applied into the shader to work properly with bloom. Both mats are the same, just on the left is using a somewhat modified version of Khronos PBR neutral, and the right is without.
November 10, 2024 at 3:01 PM
My YT channel hit 16K last night. Ive been absent from making content for over 2 years, and it was mostly because a part of me doubted my skills, and another felt that I was annoying. I'm gonna try to change this in the next few weeks, and come back as the rightful Memein' Demon King of VRChat.
November 6, 2024 at 3:08 PM
can you tell the difference? If you can't, check the alt text.
October 27, 2024 at 4:46 AM
Fun thing I learned about yesterday is that you could apply color grading directly into a shader without using post processing, and in some scenarios, it may help when you need bloom to show something's glowing without changing the scene's color grading. Check the Alt texts for my summaries.
October 25, 2024 at 2:59 PM
October 23, 2024 at 2:09 PM
Relax and take it easy for the weekend. Rushing projects only causes you to burn out faster.
October 19, 2024 at 5:10 PM