Additive Shading is broken Again ::: Also "VRChat/Mobile/Particles/Alpha Blended" Shader Still Prevents Uploading
closed
speedbuiz
-- Tested on Quest 1 - Latest Build 6/19/21--
Additive shading broke even more.
Instead of being replaced with Multiply, "VRChat/Mobile/Particles/Additive" now just showing up as a user-rank color shader and a flat shape.
As of right now,
Multiply is the only transparent shader that works
on the Quest build of VRChat.Also , despite the "Alpha Blended" shader being in the "VRChat/Mobile" Category, it
still
doesn't let you upload a model with it's inclusion. It claims it's not "in VRChat/Mobile". When can we get word on a fix for these,
very
essential components of Quest avatars? Additive shading's already been broken for a whole 6 months- Hence, the multiply-shaded blue polygon loading man.Log In
TrixxedHeart
Yeah, it would save a whole lot of headache too with modeling for Quest, it's a pain when you want detail in your model but can't utilize common modeling tricks to do so.
Ruuubick - Designer
closed
TCL
Transparent shading is not supported on Quest avatars. None of the "VRChat/Mobile/Particles" shaders should work on avatars except when used on a Particle System. The docs have been updated to clarify this: https://docs.vrchat.com/docs/quest-content-limitations If those particle shaders are usable on avatars outside of particle systems then that is a bug.
The reason that transparency is not supported on Quest avatars is that the Quest is very resource constrained and its mobile GPU is very low power. Transparent rendering is significantly more expensive than opaque rendering so the use of transparent shading has to be limited.
speedbuiz
TCL: If there's somehow a constraint in the Quest's Mobile GPU, wouldn't it be better to write a custom shader for transparent assets in VRChat Quest than just totally deleting it? I mean, there must be
hundreds of thousands of avatars
that utilize the VRChat/Mobile/Particles shaders on avatars. You might call this a "bug" but it wasn't a bug for two whole years.
I understand how it could go untouched until now, but deleting it's not a fix. Rather than deleting something that at times, can cause lag, shouldn't there be a solution for people who want transparency on Quest? It's practically ESSENTIAL to render some things- like hair, facal elements, and particles, in order to keep models under the poly limits.
Perhaps you guys could write a very simple shader that simply limits the amount of passthroughs, rendered layers, or even just has a lower resolution called for its passthrough, kind of like resolutions on mirror qualities? There has to be some easy way to implement transparency shading with a lot less lag.
I mean, you'd be throwing away a TON of possibilities and creative liberties for the Quest platform. I'm certain tens of thousands of creators are burdened by these limitations already due to the only options being so broken.
Ruuubick - Designer
tracked