- Higher quality parallax
- Better sampling for light probes
- New Filamented Extras shaders! Selector, Pixel Art, Rotation, and more!
- Various optimizations and improvements
- Support for Bakery VertexLM (experimental)
- Higher quality parallax
- Better sampling for light probes
- New Filamented Extras shaders! Selector, Pixel Art, Rotation, and more!
- Various optimizations and improvements
- Support for Bakery VertexLM (experimental)
Both the round and hexagonal bokeh blur are done in two passes. I think the quality came out really nice - I wonder if anyone else would use this?
#vrchat
Both the round and hexagonal bokeh blur are done in two passes. I think the quality came out really nice - I wonder if anyone else would use this?
#vrchat
github.com/s-ilent/udon...
This simple system uses Udon Persistence Player Objects to recall the player's last position in the world on rejoin. Hopefully a useful example of how it can be used!
#vrchat #udon
github.com/s-ilent/udon...
This simple system uses Udon Persistence Player Objects to recall the player's last position in the world on rejoin. Hopefully a useful example of how it can be used!
#vrchat #udon
It's pretty incredible they made a game that looks so good has such wide scale but scales down to phones! There's a lot of nice rendering stuff, especially how they use parallax.
I wish the ingame screenshots weren't saved as JPEG - they look kinda crunchy.
It's pretty incredible they made a game that looks so good has such wide scale but scales down to phones! There's a lot of nice rendering stuff, especially how they use parallax.
I wish the ingame screenshots weren't saved as JPEG - they look kinda crunchy.
vrchat.com/home/launch?...
The autumn leaves slowly fall from a great maple tree... This is a small map I ported over for fun. There's not much to it, but I hope you enjoy!
#vrchat
vrchat.com/home/launch?...
The autumn leaves slowly fall from a great maple tree... This is a small map I ported over for fun. There's not much to it, but I hope you enjoy!
#vrchat
I've got most of the mesh format figured out, but there's still some data that I don't understand - and I'm still missing the blend factor for the ground textures.
But bringing it into Unity worked out really nicely, and I've redone most of the materials now. #vrchat
I've got most of the mesh format figured out, but there's still some data that I don't understand - and I'm still missing the blend factor for the ground textures.
But bringing it into Unity worked out really nicely, and I've redone most of the materials now. #vrchat