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PhysBones
Physbones are quite well optimized, and within reason can be considered pretty cheap. It seems th...
VRC Constraints
VRC Constraints are components added by VRChat that will replace Unity Constraints in VRChat. The...
Introduction
The general methodology used to generate this data is to not look at the performance of a single ...
Introduction
To put the numbers in this section into perspective, I’d like to mention two points: Every tes...
Baseline: Two state toggle
For our baseline, we are going to look at the simple 2 state toggle. The default toggle we will ...
AnyState & Direct Blend Trees
AnyState AnyState seems to be similar in performance to non-AnyState toggles, no matter the amou...
Avatar Optimization
What does "optimization" even mean? "optimization" regarding avatars in VRChat refers to the pro...
Highlighting Objects from Udon
If you are looking for a way to draw the user's attention to certain objects in your world, you c...
Albedo/Diffuse
First, we have the albedo map. The albedo map is uninteresting, but very important. It's where th...
Conclusion and Tips
The Standard shader is really misunderstood in VRchat. I've heard many people curse and blame Sta...
Creating Specular/Metallic Maps for Standard
When using the Standard shader, it expects the metallic and smoothness map to be elements of the ...
Detail Mask and Details Maps
Detail Mask Next up is the detail mask, which controls how the detail map in the next section is...
Occlusion, Height, and Emission Maps
Occlusion Maps Next up are occlusion maps. These maps contain ambient shadows - the cracks and c...
Specular and Metallic Maps
Specular maps are a tricky subject. Many write ups explaining specular maps focus on how a specif...
Normal Maps
Next, we have the normal map. The normal map defines details on the surface of the material seper...
Introduction
The Standard shader is one of the many misunderstood parts of Unity in VRchat. It provides a fair...
Visual Example
How do these textures look? Well, I've included a sample right here. Here is a section of cloth...
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...
Realtime Texturing with Clip Studio Paint & Clip Studio Modeler
This one isn't mainly about Blender, however, if you own Clip Studio Paint, you can use an app th...
Draw Calls (Materials and Meshes)
Generally, you should keep your material count as low as possible, as every new mesh and material...