YoshimaroVFX
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yoshimarovfx.bsky.social
YoshimaroVFX
@yoshimarovfx.bsky.social
Hey there, I'm Yoshi c;
VFX Artist for Unity + Unreal, hobbyist creator for VRC
linktr.ee/yoshimaroVFX
Omg that's an embarrassing oversight haha, thank you so much for calling that out! I'm working on putting the shaders into a package repo so it can be downloaded and updated from VCC atm, I'll fix that when this is live.
July 18, 2025 at 11:33 PM
o also this all works with gestures! yeehaw
June 22, 2025 at 7:45 PM
IDK HOW ELSE TO 3RD PERSON PREVIEW THINGS IN GAME IM SO SORRY m(。≧Д≦。)m
June 22, 2025 at 7:44 PM
Since all of my textures are able to sample between 2 different UV sets (no plan to support more than 2), you can put your WPO UVs on one channel, and your texture UVs on another! This worked really well with the fresnel to prototype a hexagonal geosphere.
June 14, 2025 at 3:43 PM
Fresnel is a pretty boring one.....
It's a fresnel lol ok next
June 14, 2025 at 3:43 PM
Glitch is a fun one, it basically rips the RGB channels and offsets them in different directions to fake a chromatic aberration effect which feels central to the glitch / hacky aesthetic. I can't wait to actually make stuff with this in the future lol.
June 14, 2025 at 3:43 PM
Depth fade can be inverted to simulate decaling. The erosion edge can be used to highlight the edges as you erode your texture, or otherwise slowly fade it out in greyscale values. The distortion can hook into the main texture and erosion textures!
June 13, 2025 at 2:58 PM
All features of the shader and texture sampling are either shader features or dynamic branching with auto culling optimizations. If you're not using a feature, it won't cost you performance.
June 12, 2025 at 7:47 AM
The gradient editor custom to the shader suite is built to simulate a real gradient editor, and is intended to cut texture costs. If you have gradients already authored at at any size or rotation, you can rotate them to fit in the system so you don't need to reauthor textures.
June 12, 2025 at 7:47 AM