Standard Shader and You
This book covers how to use Standard/PBR shading and make stuff look nice, in simple terms,
Introduction
The Standard shader is one of the many misunderstood parts of Unity in VRchat. It provides a fair...
Texture Types - The Basics
There's a popular saying among programmers; "garbage goes in, garbage comes out"! If you don't kn...
Texture Types - The Normals
Normal Maps Next, we have the normal map. The normal map defines details on the surface of the m...
Texture Types - Specular and Metalness
Specular and Metallic Maps Specular maps are a tricky subject. Many write ups explaining specula...
Texture Types - Depth, Shadow, and Light
Occlusion Maps Next up are occlusion maps. These maps contain ambient shadows - the cracks and c...
Texture Types - The Details
Detail Mask Next up is the detail mask, which controls how the detail map in the next section is...
Visual Example
How do these textures look? Well, I've included a sample right here. Here is a section of cloth...
Creating metallic/specular maps for Standard by hand
When using the Standard shader, it expects specular and smoothness to be a part of the same textu...
Creating maps from a pre-existing texture with Materialize
For world creators, Materialise is great. What is it? It's a tool that, given a simple tiling tex...
Conclusion and Tips
The Standard shader is really misunderstood in VRchat. I've heard many people curse and blame Sta...