Summary
I would like to propose providing Avatar Shaders with limited access to avatar deformation and spatial relationship data.
This could include:
Pre-skinned vertex data
Bone matrices and bone transforms
Limited avatar spatial relationship queries (such as distance-to-surface or similar performance-safe alternatives)
The following restrictions should apply:
Read-only access only
Accessible only for the avatar currently being rendered
No access to other players' avatar data
No raw mesh export functionality
No mesh modification APIs
No runtime scripting requirements
No GPU buffer write access
The goal is to enable advanced shader-based anti-clipping and corrective deformation systems while maintaining VRChat's existing security, performance, and platform compatibility standards.
Motivation
Clipping between the body and clothing remains one of the most common and difficult problems in avatar creation.
This is especially noticeable during:
Full Body Tracking
Dance and MMD animations
Sitting and crouching poses
Extreme arm and leg movement
PhysBone-driven secondary motion
Current solutions such as body hiding, stencil masking, corrective blendshapes, and manual mesh edits can reduce clipping, but often require significant manual work and may introduce visual artifacts.
Transparent clothing is particularly challenging because hiding clipped body parts can create visible holes that often appear more unnatural than the clipping itself.
Some creators have already demonstrated shader-driven anti-clipping and deformation techniques using depth-based approaches. These projects are fascinating and show the potential of advanced corrective systems.
However, such solutions are often complex to author, view-dependent, difficult to maintain, and limited to specific use cases. Seeing both the potential and the limitations of these approaches is what inspired this proposal.
Predictive Anti-Clipping and Corrective Deformation
Access to pre-skinned vertex data and bone matrices would allow creators to develop predictive deformation systems that anticipate clipping before it becomes visible.
Potential applications include:
Dynamic anti-clipping deformation
Clothing expansion around high-risk clipping areas
Pose-aware corrective deformation
Transparent clothing correction
Volume preservation systems
Dual Quaternion Skinning (DQS)
Optimized Centers of Rotation (OCoR)
Pose Space Deformation (PSD)
For example, clothing could dynamically expand around the hips, shoulders, underarms, or other deformation-heavy regions during extreme poses rather than relying entirely on body hiding or manually authored corrective shapes.
Reactive Anti-Clipping Systems
While predictive systems can significantly reduce clipping, some situations are difficult or impossible to anticipate reliably.
Examples include:
PhysBone-driven motion
Dynamic accessories
Secondary motion systems
Transparent garments
Complex layered clothing
To address these situations, limited avatar spatial relationship queries could enable reactive anti-clipping systems that respond to intersections after they occur.
Possible implementations could include:
Distance-to-surface queries
Signed Distance Field (SDF) sampling
Surface proximity information
Other performance-safe spatial relationship APIs
Importantly, this proposal does not require exposing raw mesh data, unrestricted vertex access, or cross-avatar information.
The exact implementation could be determined by VRChat based on performance, security, Quest compatibility, and future maintainability considerations.
Benefits
This proposal does not request VRChat to implement any specific deformation technology.
Instead, it would provide creators with the foundational data necessary to develop their own solutions entirely through shaders.
Pre-skinned vertex data and bone information would enable predictive corrective systems, while limited spatial relationship queries could enable reactive anti-clipping systems that respond to actual intersections.
Together, these capabilities could unlock a new generation of avatar quality improvements, reduce clipping artifacts, improve transparent clothing workflows, and encourage innovation within the existing Avatar SDK framework while preserving VRChat's current security and performance model.