Standard Lite Occlusion Strength is calculated incorrectly
available in future release
McArdellje
An occlusion strength of 0 should look identical to a material without an occlusion map
but in this case it looks identical to an avatar with a pure black occlusion map
this is because in the shader the occlusion map is multiplied by the occlusion strength when instead it should be
lerp(1.0, occlusion_map, occlusion_strength)
the issue can be seen in the first attached gif as well as the comparisons with no occlusion map and a pure black occlusion map
the second attached gif shows how this should look by using the unity built in standard shader
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dorpomi
SDK 3.7.3 seems to include the fix now.
Scout - VRChat Head of Quality Assurance
available in future release
Feilen
By coincidence I noticed this and fixed it earlier this week - will go out with a future version of the client!
dorpomi
Just run into this issue and found the same fix you described. Hope this gets attention, it's a one line change after all.
lackofbindings
Still present in 3.6.1 😒
syncpulse
confirmed in my project as well
world sdk 3.5.0
plz 2 fix
owlboy
I've confirmed this in my own project with SDK v3.4.2