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Albedo/Diffuse

Standard Shader and You Types of Textures

First, we have the albedo map. The albedo map is uninteresting, but very important. It's where th...

Updated 1 week ago by Silent

Conclusion and Tips

Standard Shader and You

The Standard shader is really misunderstood in VRchat. I've heard many people curse and blame Sta...

Updated 1 week ago by Silent

Creating Specular/Metallic Maps for Standard

Standard Shader and You

When using the Standard shader, it expects the metallic and smoothness map to be elements of the ...

Updated 1 week ago by Silent

Detail Mask and Details Maps

Standard Shader and You Types of Textures

Detail Mask Next up is the detail mask, which controls how the detail map in the next section is...

Updated 1 week ago by Silent

Occlusion, Height, and Emission Maps

Standard Shader and You Types of Textures

Occlusion Maps Next up are occlusion maps. These maps contain ambient shadows - the cracks and c...

Updated 1 week ago by Silent

Specular and Metallic Maps

Standard Shader and You Types of Textures

Specular maps are a tricky subject. Many write ups explaining specular maps focus on how a specif...

Updated 1 week ago by Silent

Normal Maps

Standard Shader and You Types of Textures

Next, we have the normal map. The normal map defines details on the surface of the material seper...

Updated 1 week ago by Silent

Introduction

Standard Shader and You

The Standard shader is one of the many misunderstood parts of Unity in VRchat. It provides a fair...

Updated 1 week ago by Silent

Visual Example

Standard Shader and You

How do these textures look? Well, I've included a sample right here.  Here is a section of cloth...

Updated 1 week ago by Silent

Creating maps from a pre-existing texture with Materialize

Standard Shader and You

For world creators, Materialise is great. What is it? It's a tool that, given a simple tiling tex...

Updated 1 week ago by Silent

Layers

Varneon's VRChat World Development Hand...

What are the different layers used for in VRChat? What special properties of some specific layers...

Updated 1 week ago by Varneon

What is booth.pm and for who is this guide?

Sheru’s booth.pm avatar guide [WIP]

What is booth.pm? Booth.pm is a Japanese website where independent professionals can distribute ...

Updated 2 months ago by sheru

What else do you need?

Sheru’s booth.pm avatar guide [WIP]

Avatar requirements This part is obsolete and currently being rewrite due to the introduction of...

Updated 2 months ago by sheru

Realtime Texturing with Clip Studio Paint & Clip Studio Modeler

Random Assorted Tips With Trixxed Blender Tips

This one isn't mainly about Blender, however, if you own Clip Studio Paint, you can use an app th...

Updated 2 months ago by TrixxedHeart

Draw Calls (Materials and Meshes)

Things You Should Know About Optimization Basic Optimization

Generally, you should keep your material count as low as possible, as every new mesh and material...

Updated 4 months ago by TrixxedHeart

Good Practices

Random Assorted Tips With Trixxed

The following is a general outline of things you should/shouldn't be doing to make your life easi...

Updated 4 months ago by TrixxedHeart

Relative Project Paths

Varneon's Unity Development Handbook

When you want to save assets from scripts in your Unity project, you may often run into an error ...

Updated 5 months ago by Varneon

Attributes

Varneon's UdonSharp Development Practices Fundamentals

What are attributes? Attributes are "markers" or "tags" for associating metadata with code in a ...

Updated 5 months ago by Varneon

Observer Pattern

Varneon's UdonSharp Development Practices Patterns

Since we don't have access to delegates, how can we effectively implement an observer pattern i...

Updated 5 months ago by Varneon

Access Modifiers

Varneon's UdonSharp Development Practices Fundamentals

What Are Access Modifiers? All types and type members in C# have an accessibility level and acce...

Updated 5 months ago by Varneon