
Mochie
@MochieShaders
Technical/Environment artist and former music producer http://patreon.com/MochieShaders http://github.com/MochiesCode http://linktr.ee/Mochie_
Tal vez te guste
Fixed up the flipbook caustics in my water shader to blend in a way that accounts for shadows properly. I think it looks a lot more realistic now! This will be included in my next update as the new default behaviour, but can be toggled if you like the old way better.
New update is out, just a quick maintenance release to fix some issues with water caustics, update light volumes, etc. Links in bio :)
Before I get requests, just a reminder my shader does in-fact already support this :)
This month's update includes dynamic puddles for my standard shader! These work with rain and heightmapping, and can easily be toggled or adjusted at runtime!
.@BigscreenVR x @VRChat Giveaway! We’re giving away 1 Bigscreen Beyond 2e: VRChat Edition + 10 Years of VRC+! 🎉 To enter: RT this post. No purchase necessary. Open to eligible participants. Full rules: hello.vrchat.com/bigscreen-vrch… Ends Sept 8 at 11:59pm PST.

This is now available, links in bio :)
Next update will include light volume support for the water shader :)

Just released a hotfix to add support for this! Such a cool update, loads of awesome new stuff. It's basically a whole standalone lighting system now, not just a light probes replacement!
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/VRCLigh……
Next update will include light volume support for the water shader :)

Just released an update making this available, along with light volumes 2.0 prerelease support in all shaders, and a whole bunch of other cool stuff! Links in bio.
I haven't looked at my particle shader in a while, so while implementing lighting support I've also done a big pass of bugfixes. Distortion effects in particular should behave a lot better with other things in the shader now.
New UI is done! All shaders in the package will now have the same standardized UI. This style isn't necessarily set in stone either, as now I can very easily make changes globally to all of them at once, so if you have any suggestions I'm all ears!




Something that's always bothered me about my shaders is the UI being wildly different depending on when I wrote them. I'd like to standardize them all, but I'm still deciding on a style. I kind of like this, but I'd like to hear what you guys think.

I haven't looked at my particle shader in a while, so while implementing lighting support I've also done a big pass of bugfixes. Distortion effects in particular should behave a lot better with other things in the shader now.
no
I've been asked this question about 10,000 times in the last 24 hours so I will address it here: yes, I'm going to be adding Light Volumes support to my particle shader, but I need to add support for regular lighting as well, so it didn't make it into the initial release.
Just released a hotfix for my standard shader to address additive light volumes not working, links in bio!
It's actually wild how much better VRC Light Volumes look than light probes. Well done @RED_SIM




Just released an update adding support for @RED_SIM's Light Volumes to my Standard, Splat Mapping, and Uber shaders! Links in bio :)

I have been working on water ripple effect by combining SilVR and Mochie Water Shader together. I may use this for my next world👀 #VRChat #VRChat_world #MadeWithVRChat
This is now available too! Linkies in bio
This month's update includes dynamic puddles for my standard shader! These work with rain and heightmapping, and can easily be toggled or adjusted at runtime!
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