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A Beginner's Guide To Using Bakery

Light Baking and You

If you open the Bakery window, it'll change your lighting settings so that Unity won't try to automatically overwrite the lightmaps it bakes. Because Bakery is seperate from Unity's lighting system, you'll need to take note of the following: Don't use the "Ge...

Advanced Bakery Notes

Light Baking and You

Mixed Lighting Mixed lighting incurs the same costs as realtime lighting for dynamic objects. Because the first directional light is free, you can combine high quality baked lighting with real-time shadows using Shadowmask mode. Combine a Unity directional li...

Why does post-processing matter?

Post Processing and You

To really understand how post processing works, we have to take a detour. This is a camera. A traditional camera works by using a lens to focus an image into a sheet of chemically treated film. The film, being exposed to the light, undergoes a chemical rea...

Setting up post-processing in your scene

Post Processing and You

Okay, now you have it installed, let's go over the basics of using post-processing. First, we need to cover post-processing volumes and how they work. Note: 1's VRWorld Toolkit can set up post-processing for you! I recommend using it to install it and set it ...

Installing the post-processing stack

Post Processing and You

First off, you'll need the latest release of the Post Processing Stack VRchat supports. Note: Post Processing Stack v2 is free. It does not cost money, and it is not on the Unity Asset Store. Do not buy post-processing systems off the Asset Store, they will n...

Setting up local post-processing volumes

Post Processing and You

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...

Creating post-processing profiles

Post Processing and You

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...

Scene setup tips when using post-processing

Post Processing and You

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 ...

Introduction

Standard Shader and You

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...

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 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...

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 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, ...

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 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. ...

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 crevices that are normally too small for light to reach unless it's shone directly into them. For single models like props and characters, you can bake these using...

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 applied. Where the detail mask is black, the detail map won't be applied. This lets you have a detail map that affects some parts of your mesh, but not others. I...

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 from a material with albedo, normal, specular, smoothness, and occlusion maps, using Materialise to render it shaded on the left.   You can see that the cloth...

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 same texture. You can also combine the occlusion map and detail mask into the same texture. Having all these elements be part of the same texture saves memory, so ...

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 texture, can create all these maps with some clicking and tweaking! All this came from one image. Isn't that amazing? You can download Materialize from the Boundin...

Conclusion and Tips

Standard Shader and You

The Standard shader is really misunderstood in VRchat. I've heard many people curse and blame Standard for all kinds of visual issues, but it's just a complicated tool that's easy to use wrong. You can get great results from it. It's efficient and easy to tune...

Book Style Guide

VRCWiki Rules, Guides and Tutorials

The entire wiki is still a work-in-progress! These guidelines are subject to change. If you have a suggestion, let us know! We invite anyone to share their knowledge on VRCLibrary.com. Please follow these guidelines when submitting content. TL;DR Focus on s...

The basics of occlusion culling

Occlusion Culling and You

Occlusion in a Unity scene is data that divides the world into chunks containing smaller and smaller chunks of space. In each of these sections, the data for what is and isn't visible from each section is recorded. Unity takes this data and uses it to hide thi...