Changelog
Changelog
ORL Shaders Changelog
v6.3.0
Summary
Update 6.3.0 focuses on smaller features and incremental improvements to existing shaders
New Features
- Cutout shaders now support LOD Crossfade
- No extra configuration is required, but here's some extra info
- All shaders that have a "VRChat Features" block now have a "VRC Fallback" dropdown
- This allows you to select how the shader will be displayed when your shaders are blocked by the user's safety settings
- You can see full documentation here
- VFX Laser Shader now supports UV-Space noise for better compatibility with Line Renderers
- Also improved the overall VFX Laser Shader inspector layout
%OverrideTag()
drawer function has been added to the inspector- This allows you to set per-material Shader Tag overrides based on an enum value
- The VRC Features module uses it to set the
VRCFallback
tag value
Other Changes
- Toon shaders now have the VRChat Features module that was missing before
- The
facing
parameter has been changed from usingVFACE
toSV_IsFrontFace
for better compatibility. It is also now abool
type instead offixed
v6.2.0
Summary
Update 6.2.0 brings a couple of new and highly requested shaders like Puddles. It also adds a new system for creating your own custom shaders called Configurable Shaders, and a bunch of new features and improvements to existing shaders.
New Shaders
- PBR
- Puddles: a puddles variant of the PBR shader with support for different puddle drivers, e.g. based on Depth texture, mask texture or a vertex color. Also includes the rain droplets effect
- VFX
- Patterns: a collection of procedural patterns you can use to make looping effects for extra background detail
- Glitch Screen: a shader aiming to create a glitchy screen effect, inspired by Stray
- Toon
- UV Discard: a shader that allows you to hide pieces of your mesh using UV Tiles
- Transparent PrePass: a variant of the transparent shader with 2-Pass transparency. Useful for things like Hair on avatars
New Features
- Configurable Shaders
- This new system allows you to mix and match all of the features available in the ORL Shader Package to your liking!
- To start, right-click anywhere in your project, then Create -> Shader -> orels1 -> Configurable Shader. This will make a new instance of a configurable shader you can set up in the inspector
- Give your shader a name
- Select the "Lighting Model" you want to use, the default is PBR which should work well for most use-case
- Add any modules you want to add
- If you want to add something "on top" of an existing shader. E.g. you want the Puddles Shader to Dissolve - then you can select "Standard Puddles" in the Base Shader dropdown and then add a Dissolve module on top
- Click Apply!
- You can now select the new shader on the material of your choosing
Module Compatibility
Not every module is compatible with every other module. The Inspector will try to make it clear when you're trying to do something unsupported, but I encourage you to mix and match and see what works! Sometimes things might work better in a particular order, as you're essentially "stacking" effects together. The modules on top of the list are added first
%SetProp()
drawer function has been added to the inspector- This allows you to set a property of your material to some specific value based on another value
- E.g. you can set the Stencil operation to Keep or Replace depending on whether the Outline is enabled or not (used by the main Toon shader)
%Preset(<path to presets folder>)
drawer function which displays a dropdown of Unity material presets from a particular folder- This is used by the VFX Patterns shader to display a bunch of pre-made effects you can build on top of
%TemplateFeature(<FeatureName>)
support- This allows you to define a block or piece of the template as optional, and then enable/disable it inside the specific shader module via
%TemplateFeatures("MyFeature")
- This is now used for the 2-Pass Transparency Toon Shader
- This allows you to define a block or piece of the template as optional, and then enable/disable it inside the specific shader module via
Other Changes
- Improved Specular Occlusion defaults and overall behavior
- Fixed LTCGI path (requires LTCGI update)
- New "Rim Mask" option for the Toon's AudioLink module
- Fixed Vertex Animation shaders batching incorrectly
- Added support for backface tint for Toon shaders
- Added
facing
param support for making your own shaders (used by Toon) - Fixed a bug where the toon shader would break Unity UI masks
- Neon Tube shader now has masking support for the covered part
- Matrix variables are now properly supported by the generator
- Repack texture button no longer looks ugly at some UI scaling levels πThe majority of Toon shader features now support independent tiling options, great for detail textures!
- The VRChat Features docs link is now pointing to the correct spot
- Added support for exporting generated shaders without CoreRP sampling macros (for external tool compatibility)
- Added support for switching between World Space and Local Space for Laser and Shield shaders
- Fixed an issue where the texture packer would not read the correct texture color space
- Rim Light in Toon shaders now respects the alpha value of a color
- Width slider for the Outline is now using a Logarithmic scale for better control at low values
- Toon Transparent shader now supports a separate alpha texture
- Added a
VFX
variant of Layered Parallax
v6.1.0
6.1.0 Release Trailer
Summary
Update 6.1 brings 20 new shaders, a whole new UI shader group, and redone documentation with better demos and layouts.
It is also the first release to support the VCC!
New Shaders
- PBR
- Dither Fade
- Dissolve
- Video Screen
- VFX
- Ghost Lines
- Shield
- Laser
- Holographic Parallax
- UI (New Pack)
- Base Shader
- Overlay
- Audio Link
- Layered Parallax
- Scrolling Texture
- Sheen
- Video Screen
New Shader Variants
- LTCGI Cutout
- AudioLink Vertex Animation
Other Changes
- Added gradient editor to the Ramp slot in the Toon shader
- Improved the naming and location of repacked textures
- Added VCC Support
- Added Overlay, Screen and Lighten blends to the utility module
Known Issues
- Specular occlusion is currently not as aggressive on metallic surfaces as desired. I'm currently looking into reworking the specular occlusion code to make it work properly