Modify vrchat mobile shaders to have a shadowcaster pass on PC
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Happyrobot33
Due to workflow and simplicity reasons, me and im sure quite a few other users use vrchat standard lite on PC avatars. There is plenty of public avatars that use VRChat standard lite aswell. The only issue with this is that when on PC, worlds that have post processing effects such as fog cant get a depth pass from the vrc shaders, since they do not include one. This makes sense as they are mobile oriented shaders, but it would be nice if they could compile with a shadowcaster pass on PC only, fixing the post processing issue entirely. I have attached a image demonstrating what happens. The hair is using a unity standard shader, and the body and head itself are using vrcstandardlite
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Scout - VRChat Head of Quality Assurance
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D
Docteh
What world is that? I've noticed that some of the newer SDK versions have updated quest shaders. But the worlds I've been looking at, have it fixed between avatar SDK versions 2022.06.03 and 3.1.13 (2023.03.31)
I have a suspicion that on PC the more recent Quest shaders are treated as references, and for the older SDK, the shader used is the one that shipped with SDK
So I'd like to look at another location.