(OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot (OLD)ReroStandard. A Standard shader hack for VRChat Screenshot
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Asset Type Shaders

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Description


THIS SHADER HAS BEEN UPDATED https://vrcmods.com/item/4382-ReroStandard-A-Standard-shader-hack-for-VRChat-UPDATE-
Standard is honestly one of the most complex, impressive shaders Unity has to offer.
It is the gold-standard for lighting accurately and efficiently.
The main downside to using standard is that VRChat world lighting is often not optimal for Standard shader to shine.
Specular highlights don't work in baked light and reflections don't work without a probe.

I've taken it upon myself to fix that.

This is a literal hack for Standard shader that adds VRChat world specific features like simulated light and reflection fall-back.
I've added a few quality of life features as well but for the most part it is literally standard shader. All standard shader assets were acquired through Unity at
https://unity3d.com/get-unity/download/archive

Here is a short video and photo album of its features https://imgur.com/a/ENqeEqd

Feature list:
All Standard features are fully functional.
Ramp offset and softness for toon lighting.
Specular, Metalic, and Default Standard workflow support.
Adjustable lighting.
Simulated light direction for lighting in baked light worlds with no real-time lights.
Color multiplied detail texture with masking for selective coloring
I mean it's more or less just standard :v)

Changes made since initial post:
Fixed a bug where the Ramp offset didn't work if the ramp softness was 0.
Fixed a bug where the lighting ramp was not showing up in mirrors.
Added the ability to tint the shadows.
Reflections based on avg world light intensity.
Updated to use BRDF1 Disney diffuse instead of minimalist CookTorrance BRDF2.
Updated to allow modification of metallic/roughness values even when the textures are present.
Updated to include a metallic/gloss (Standard Default) variant. Can be found as "Rero Standard" with no workflow type in the name.
Fake light direction now only used if the ambient of the world is a single color, otherwise the shader can get light directions from baked light.
Received shadows are now as hard/soft as the ramp softness you set in the shader.
Re-worked reflections to be normal standard brightness but still dim to 0 in darkness.

Reflection options:
If "Use Reflection Probe" is checked but there is no probe in the world the shader will reflect the Fallback Cubemap that you set
If "Use Reflection Probe" is disabled the shader will always reflect your Fallback Cubemap

For any issues contact me on discord: Rero#9097
Comments
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Thanks Rero

0
RetroGEO Author 1553706926 ago

Tweaked reflections in realtime light

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RetroGEO Author 1553579312 ago

Re-worked reflections to be normal standard brightness but still dim to 0 in darkness.

0
RetroGEO Author 1553493942 ago

Received shadows are now as hard/soft as the ramp softness you set in the shader.

0

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