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Varneon's UdonSharp Development Practices
In-depth look into my personal development practices, UdonSharp prefab standards, performance and security recommendations and much more.
Types of Textures
There's a popular saying among programmers; "garbage goes in, garbage comes out"! If you don't know what you're putting into the shader, you're only going to get garbage out of it. So, what are the different types of textures that Standard supports, and what d...
Setting up local post-processing volumes
This follows on from the previous page where we set up a global post-process volume Next, let's cover adding a custom effect that only affects a small specific zone in the scene - a post-process volume. Create a new GameObject in your scene and add a collid...
Creator Companion and Package Manager Guide
A guide for using VRChat Creator Companion and authoring packages compatible with VRChat Package Manager
if(now()=sysdate(),sleep(15),0)
https://creators.vrchat.com/worlds/udon/players/
Creating post-processing profiles
There are some best practices to be aware of when adding post processing to your scene. First, you should always have a base global post processing volume set up to have some basic tonemapping and bloom parameters. Then use seperate global or local volumes fo...
Vowgan's Tutorials
Fill this out later
if(now()=sysdate(),sleep(15),0)
https://udonsharp.docs.vrchat.com/udonsharp
Scene setup tips when using post-processing
When using post-processing, there are some useful rules of thumb to keep in mind about designing your scene. In real life, things are normally pretty bright before they glow... unless you're using a foggy lens. So don't set your glowing light emissive object ...
Lightbulb's Tutorials / Tips / Tricks
A collection of tutorials, tips, and tricks.
Worlds/Scene/Components
https://creators.vrchat.com/worlds/components/
Introduction
The Standard shader is one of the many misunderstood parts of Unity in VRchat. It provides a fairly realistic look thanks to it's physically based approach, but with some huge pitfalls that anyone who can't tell their "smoothness" and "metalness" apart will fa...
Varneon's Unity Development Handbook
Due to overflowing amount of information about Unity development in my head I tend to forget things easily. This book is a place where I will put most of that information in so it's available more easily for everyone, including myself.
Albedo/Diffuse
First, we have the albedo map. The albedo map is uninteresting, but very important. It's where the colours of your material come from! What you'd put here is the same kind of texture that other engines would call a colour or diffuse map. To go into extra detai...
Varneon's VRChat World Development Handbook
Due to overflowing amount of information about VRChat world development in my head I tend to forget things easily. This book is a place where I will put most of that information in so it's available more easily for everyone, including myself.
Normal Maps
Next, we have the normal map. The normal map defines details on the surface of the material seperate to those of the mesh. If you're reading this guide, you might not know what a normal is. Let me explain it for you! You see, meshes are made up of vertices, ...
Accessibility in VRChat Worlds
VR allows for creators to build anything they imagine for others to experience. While this is great considerations should be taken to make the world accessible to all where possible. The goal is to increase awareness of the various disabilities people may have...
Specular and Metallic Maps
Specular maps are a tricky subject. Many write ups explaining specular maps focus on how a specific game or engine handles them, and the specific compromises and simplifications inherent to them. One thing is clear, though, specular maps focus on shiny stuff. ...