any chance the toon standard or any current/future shader gets audiolink support on mobile? audiolink is a curated package but only avatars on pc can use it.
another thought is ltcgi support but since its not curated i can see the avoidance for that feature.
I’m just excited to see the Physbone fix make it from openbeta to prod. <3 Thanks for the rollback or resolution on that issue.
I am very much looking forward to the release of the new shaders for Android/iOS.
However, as a Japanese VRChat player, there is one more thing we would like to know if you are planning to do.
The relaxation of the polygon count limit for Android/iOS Performance Rank.
Many Japanese VRChat players buy their avatars, upload them in Unity, and even adapt their PC-only avatars for Android/iOS.
Many Unity tool authors have been working hard to make it easier for PC avatars to be compatible with Android/iOS, but the polygon count problem is not an easy one to solve. All current decimation tools break avatars significantly.
This polygon limit has caused many Japanese VRChat players to give up on Quest Poor or higher.
Many people have already pointed out that polygon count does not have a significant impact on performance, even with the same metrics as PC.
To be honest, I think the Performance Rank index itself should be reworked from scratch, but first of all, just relaxing this polygon count limit is enough.
Please consider this.
That’s really big.
Do I understood that correctly, even non-owner can send event, and logic can choose by itself if sender is valid or not?
If its owner-only it’s not rly big change.
I don’t understand, why cutout isn’t supported? Isn’t it like exactly the same as opaque except some fragments marked as discarded for blending stage?
Will Toon Standard
work as a fallback shader on PC?
It seems that ShadowDistance will become configurable, but the ShadowMaskMode setting, which balances real-time ambient lighting and shadow precision, won’t be exposed.
To address this, I’ve created a Canny request to make ShadowMaskMode publicly available. In ShadowMask mode, issues like unnatural darkening of objects (e.g., cars) or insufficient shadow resolution on terrain often occur. However, Distance ShadowMask mode could solve this by using real-time shadows for close objects and lightmaps for distant ones, optimizing both visuals and performance.
Please support the feature request here:
[和文]ShadowDistanceは設定可能になるそうですが、リアルタイム環境光と影精度を両立するShadowMaskMode設定は公開されないようです。
そこで公開を求めるCannyを作成しました。Shadowmaskモードでは影の描写に問題(例:車が不自然に暗くなる、terrainの影解像度不足)が起きやすいですが、Distance Shadowmaskモードでは近距離でリアルタイム影、遠距離でライトマップを使用し、描写とパフォーマンスを両立させられます。
I think another wonderful huge update to round out the year would be polishing up some old assets, like the Error World, the default robot avatar, the loading avatar, etc.
Especially the Error World, it’s so ugly! it also does not use that supersampling text shader that VRC has been pushing so much for us to use in the SDK. the text is so blurry
Cutout mode causes depth to change at the fragment stage. If a shader ensures that no pixel will be transparent or discarded in the frag shader, depth testing can occur entirely based on the output of the vertex stage, which especially on mobile GPUs can make a massive performance difference.
Of course this is only relevant with ZWrite enabled, but without that you just get overdraw in general which kills performance in different, fun ways.
Yes, it will! Since it’s a new addition it will be opt-in via the VRCFallback
tag however.
I’m not sure I understand the question specifically, but the gist of this part is that there will be a NetworkCalling.SenderPlayer
property that will simply get you the sender VRCPlayerApi
of a network event while executing one.
Will the new VRC Toon Standard shader include options to control how Vertex Colors are used?
Vertex colors are currently planned to be used by the avatar optimizer (although this may change), so the initial version of Toon Standard will ignore vertex colors.
I see. Vertex colors can be very useful to save on texture memory, have you considered using additional UV channels (e.g. channels 4-7) to store data for the optimizer instead?
Thank god for a new mobile shader!!!
But its a big bummer for no transparencies
A lot of people use the particle shader just to get transparent materials, so transparency is getting used one way or another. you could add it in, but make it get an instant poor rating if it’s detected or something of the sort. Or even better, have a safety toggle so Quest users can turn it off if they want.
Wait, for all platforms?
This seems like a pretty significant thing that I haven’t heard about until now. I know creators do use vertex colors for some pretty important things.
I think VRChat overriding that is pretty significant. Unless there’s something I’m missing?
I kinda like how the mobile shaders work very similar or identical on all platforms. Especially as it lets me show PC users a mobile variant.
This will only happen on supported shaders, which as of right now do not include any that have proper (intentional) vertex color support AFAIK.
As I mentioned, this is not set in stone though, once/if we do decide to go this route it will of course be properly documented and announced.
Will we be getting any new network event targets with the network events update?
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