Mochie (@MochieShaders) header
Mochie (@MochieShaders) profile picture

Technical/Environment artist and former music producer https://nitter.cf/t.co/sUEcPtydFE https://nitter.cf/t.co/koyFape9we

Canada
Joined September 2020
Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)Photo by Mochie (@MochieShaders)
Next update will come with improvements to the corruption shader for patrons! New UI, better performance, and bugfixes. Actually I don't think I've ever shown it on twitter before, so here it is! Links in bio :)
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Dynamic wetness integration with my standard and splat shaders. Shoreline feature that makes waves always approach the shore within a chosen radius. New higher quality foam with realtime bubbles, glints, and proper lightmapping. Coming in the 2.0 update :)
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Added the option to output depth from my standard/splat/uber shaders so that geometry and shadows wont appear to float on top of heightmapped surfaces anymore. Now things can intersect properly :D
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Today I did a bunch of work on fog and refraction. They're both much more physically accurate now, and the fog matches the underwater visuals much closer!
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I've just released v1.78 of my shader package! This is the last major update before 2.0 in November, and it brings a huge number of bugfixes, some cool new features, and lays some helpful groundwork for the automatic migration process in 2.0. Links in bio, enjoy!
This month's update is going to include another highly requested feature for the water shader. World space vertex offset waves! Now you'll be able to easily drop a prefab into the scene and scale it to any dimensions you want without having to play with the settings to fix it!
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2.0 is going to have some very considerable performance improvements across the board. Still WIP though. Particles won't see much because I wrote it very recently so it was already fast.
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i have implemented the functionality
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Waterline WIP.
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Added little particulates to the underwater effects shader. Also the underwater prefab now automagically sets itself up to work with whatever water surface you have selected, and works in editor by just flying your camera underwater, no extra systems required :)
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Major overhaul for everything water coming in the 2.0 update in November. New godrays and caustics based on the surface normal maps, as well as a full overhaul of the underwater effects so it all matches 1:1 now!
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Super excited for this! The update I released a few days ago supports it too!
VRC Light Volumes v.3.0.0 released! New features: EVSM shadows, separate speculars, light clustering, animated cookies, area light cookies, shader stripping, improved performance and more! github.com/REDSIM/VRCLightVo… #VRCLV #VRChat #Gamedev #Unity #Shader #VR
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November is going to be a massive 2.0 update, which will be available on VCC/ALCOM. The upgrade will be painless, just add the repo listing, add the package to your project, and it'll clean up the old install for you. Patrons will just import a regular unitypackage on top!
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As for what makes it 2.0... massive sweeping optimizations, loads of bugfixes, and a bunch of new features for every shader will be included as well :D
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Currently working on blur stuff. Right now the focus is on removing the ugly halo around objects that sit in front of blurred surfaces. At the cost of extra depth-texture samples I've managed to reduce it dramatically!
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Another cool thing I can do with this is make the blur strength dependent on how far behind the surface the object is, rather than simply blurring the entire image uniformly, which is much more realistic to how real frosted glass behaves. Coming to a glass shader near you soon!
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This month's update is going to include another highly requested feature for the water shader. World space vertex offset waves! Now you'll be able to easily drop a prefab into the scene and scale it to any dimensions you want without having to play with the settings to fix it!
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Just released a hotfix to address SSR being broken in the standard shader. There's also a small script included to iterate over your project's materials to ensure there aren't grabpasses running on materials from before I changed how they're toggled. Find it under Tools > Mochie.
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Currently working on an optional utility that will non-destructively edit materials at build time to remove unused textures from the assetbundle. Hopefully this can help address issues with large default textures (rain texture sheet :3) being included in builds when not needed.
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Mochie retweeted
Just release an absolutely MASSIVE update including box falloff, specular workflow support, automatically aligning caustics, support for the full light volumes 3.0 final release, and criminal number of bugfixes. Likely the largest patch I've ever released actually. Links in bio!
I made an option for my water shader to automatically align the caustics projection with the directional light rotation. I know I'm not the first one to do this, but happy to finally have it! Coming in this month's update :)
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Just release an absolutely MASSIVE update including box falloff, specular workflow support, automatically aligning caustics, support for the full light volumes 3.0 final release, and criminal number of bugfixes. Likely the largest patch I've ever released actually. Links in bio!
I made an option for my water shader to automatically align the caustics projection with the directional light rotation. I know I'm not the first one to do this, but happy to finally have it! Coming in this month's update :)
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