![]() ![]() Use PhysBones instead!!Ĭompletely disabled on avatars in VRChat Quest. Requires a cubemap.Ĭompletely disabled in VRChat Quest. This shader is an optimized skybox shader, meant for use in worlds. Do not use this shader unless you plan on baking lighting (which you should be). This shader is only meant for use on worlds. Only usable on avatar particle systems and worlds.Ī basic diffuse shader that supports lightmapping. Only usable on avatar particle systems and worlds. The diffuse texture is tinted by the vertex colours. Should be used on cartoon-like characters with flat colors. ![]() If you don't have a matcap texture, just use Diffuse. Requires a diffuse (RGB) base texture and a matcap (RGB) texture. Can be used to simulate a shiny metal surface. Requires a diffuse (RGB) base texture.ĭiffuse, but with a matcap input. Just diffuse! The diffuse texture is tinted by the vertex colours. Requires a diffuse (RGB) base with specular (A) and a normal map. If you don't have a normal map, just use Diffuse.ĭiffuse, but with a specular map (shininess) on the alpha channel. Requires a diffuse (RGB) base and a normal map. ![]() The diffuse texture is tinted by the vertex colours Requires a diffuse (RGB) base texture.ĭiffuse but with a normal map. Channel mappings for relevant maps are identical to Unity Standard Metallic setup. Supports diffuse, normal maps, metallic+smoothness maps, and optional emission maps. ![]()
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