Add a liquid shader for Quest Avatars
Lilyyy6_
The new bubble shooter item has a liquid shader that is calculating the liquid position for the bubble bottle that works properly on quest (Quest images attached). If this is possible on quest, then a liquid shader for quest that we can use on our avatars should also be possible, right? PC has this feature already through custom shaders. This would be very useful for props and gimmicks creators add to avatars like drinks, bubble ears and tails, fishbowl hats, etc.
If the bubble gun is not using a liquid shader and is utilizing some other trick to work, please share the method or make it work for quest avatars. It would be much appreciated.
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LunnaBug
I'd love a liquid shader for quest. Sometimes physbones don't cut it!
Tupper - VRChat Head of Community
I believe this is a custom shader! I could be wrong, I think you can also do this with some clever geometry tricks.
Custom shaders are possible on Quest. They're available for worlds.
Unfortunately, for avatars, they are not available because if they are not carefully written and controlled, they can lead to out-of-control performance issues. Our limitations on Quest are dictated by the most commonly used hardware. Right now, that is still chiefly the Quest 2, which would have issues if more complex shaders were permitted on avatars.
As such, if this is a custom shader, we don't plan on releasing it for general use.
Lilyyy6_
Tupper - VRChat Head of Community
Thanks for responding
The bubble gun is an officially released item within the new inventory system. This means that VRChat has control over the shader, and can ensure it is carefully written and controlled for performance. It seems to already be well written for performance, as the bubble gun item does not cause lag on quest 2, even when many users have the gun out at the same time.
If 80 users in an instance can spawn this item all at once on quest, I think allowing quest avatars to also have this shader would not cause any further issues.
Before, I was under the impression that a liquid shader would be too complex for the hardware, but this item proves that incorrect, as the hardware holds up fine when rendering the liquid in the bubble gun. Again, I play on quest 2 - the weaker of the two headsets - and my headset renders this item perfectly fine. If the quest hardware can handle the shader fine, even many instances of it, then why not release it as a feature of an SDK update? The shader is already complete, working, and has been in-game tested by many users.