Hey y’all
I’ve been having a few issues related to the restrictions that mobile/quest materials place on me. Originally, I wanted my avatar to have a panosphere base layer, with an emissive layer on top of it. After spending a bit writing this shader, I realized the inherent problem with this situation: mobile avatars don’t support custom shaders… oops
I did some digging and I’ve been unsuccessful with finding any way to add panospheric textures to mobile avatars. Which is strange considering I’ve definitely seen the effect on quest. Could I get some help from the shader community?
If possible I’d like the second uv mapped texture as well.
Closest I’ve gotten is using the reflection map. Standard lite, very metal, very smooth.
If you do see the effect in VRChat again, take a look at the upload date on the avatar, should be in the details. VRChat has relied on the SDK to block custom shaders, but likely now relies on the client to do that.
Have you tried the matcap shader? It’s like half a panorama if you think about it. Next overcast day you get, take a picture showing the sky, probably now have a silver matcap
I’ll give your suggestions a go, thanks for that ! We’re in desperate need for better mobile shader support lmao
One thing I was curious about was the use of Decals. I don’t know anything about them and I’ve only seen a video of someone using them with UV set to the screen space (panorama). I looked up decals on the vrc docs and couldn’t find anything…? So am I schizo or are you familiar with decals
Decals are likely only for pc avatars as well. The general idea is you have a uv map, and a texture, it’s a resolution. Then with a decal you can also add a high resolution area.
So on skin you could add like a tattoo, and on a starfleet uniform you could make the combadge a decal.
A good IRL example would be models, like model cars, planes, gundam