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Free Shader Package v1.78
As always, please delete your Mochie folder before importing the new package! If you are upgrading from package v1.57 or below this is EXTREMELY IMPORTANT!
General
- Added a standalone Texture Packer under Tools > Mochie > Texture Packer. It packs any channel of any texture into one texture, with per-channel filtering, previews, and presets for common layouts (including Uber's packed masks).
- Added the Build Texture Stripper under Tools > Mochie > Build Texture Stripper. When enabled, it removes texture slots your Mochie materials don't use (like the separate maps on a material using the packed workflow) from avatar and world builds, without touching your actual materials.
- Heads up: it's a work in progress and off by default, so back up your project and check your builds before uploading.
- Added Upgrade All Materials and Upgrade Selected Materials to Tools > Mochie. Upgrade Selected Materials is also in the Project window's right-click menu and works on folders.
- The Pack Textures button now works on several selected materials at once, and packing a material again updates its existing packed texture instead of making a new one (any import settings you changed on it are kept).
- Pack Textures now reads each map at full resolution and from the same channel the shader reads, sets proper import settings on the packed texture, and keeps the material looking the same after packing (strengths, tiling, Standard's detail Alpha blending, and Particles UV scrolling/polar settings when every map shares them).
- Rewrote Convert to Flipbook Asset (right-click a GIF) so it no longer needs System.Drawing or a csc.rsp file in your Assets folder.
- Heads up: updating doesn't remove Assets/csc.rsp, so if no other package uses it you can delete it.
- The material upgrade prompt on import now only shows up when the project actually has materials that need upgrading, and only upgrades those.
- Swap Shaders in Global Standard Settings now includes Unity's Standard (Specular setup) materials.
- Fixed the material upgrader overwriting default textures that were already assigned on upgraded Standard materials and not assigning the Filament LUT. Upgraded materials also get their keywords and blending mode set up right away now.
- Fixed Swap Shaders in Global Standard Settings not carrying textures over from Unity Standard materials or setting up keywords, blending mode and render queue. It now matches switching the shader in the inspector.
Standard Shader v2.14.2
- Fixed wind making every copy of a mesh sway in perfect unison, the wind noise is sampled in world space now.
- Fixed the Alpha blend mode on packed detail maps subtracting the detail value instead of blending it. It now blends using the packed detail map's alpha channel (one alpha shared by metallic, roughness and occlusion).
- Heads up: if you used Alpha blending with packed detail maps they'll look different now. Re-packing them with the Pack Textures button puts the right alpha in for you.
- Fixed the Auto rain mode not applying the droplets' wetness.
- Fixed the rain droplet flipbook sampling the wrong mip level.
- Fixed cutout shadows not lining up with the cutout edge of the surface.
Water Shader v1.30
- Added a fourth Gerstner wave, and each wave has its own toggle now.
- Added Warp Strength, Warp Scale and Warp Speed to the Gerstner global settings. They bend the wave crests with slowly moving noise so the waves don't visibly repeat, and the waves are now offset from each other so they no longer line up into a grid.
- Heads up: existing Gerstner materials will look a bit different. Turn off Wave 4 and set Warp Strength to 0 to get closer to the old look.
- World texture coordinates now apply to vertex offsets too (Noise, Gerstner, Voronoi and Flipbook). Waves are calculated from world position in world units, so they line up across separate meshes and ignore the object's scale and rotation, and normal maps follow the world coordinates instead of rotating with the mesh.
- Heads up: if you use World coordinates with vertex offsets on a scaled object you may need to readjust your wave settings.
- Subsurface Scattering has its own toggle now, and it tints the Depth Fog color instead of the surface tint, so it only shows up with Depth Fog enabled.
- Only Opaque water casts realtime shadows now, the transparent modes were casting a solid shadow. The transparent water prefabs also have Cast Shadows turned off so they don't block light in bakes.
- Heads up: turn off Cast Shadows on the Mesh Renderer of your own transparent water too.
- Water (Tessellated) no longer subdivides the mesh when no Vertex Offset mode is on, which makes flat tessellated water a lot cheaper.
- Water (Tessellated) now skips patches that are outside the view, which makes it faster (works per eye in VR, in mirrors and for shadows).
- With World texture coordinates, Water (Tessellated)'s Max Factor is multiplied by the object's scale, so scaled-up water keeps its wave detail up close.
- Changed some defaults for new materials: World texture coordinates, caustics Rotate With Light on, tessellation distance 50 to 100, and new Gerstner global settings.
- Fixed the Texture caustics shadow only using one of its two layers.
- Fixed Water (Tessellated) losing vertex colors (so vertex color foam), UV2/UV3 and GPU instancing data between tessellation stages.
Uber Shader v1.35.2
- Fixed the Specular Blend channel of the packed masks being inverted compared to the separate mask, white is GGX in both now.
- Heads up: if you inverted your packed mask's alpha channel to work around it, invert it back.
- Fixed Auto Hue Shift snapping back whenever the hue plus the shift went past 1.
- Fixed dither cutout and refraction not working on Uber X's clones.
Glass Shader v1.15.2
- Fixed emission parallax warping around with World texture coordinates.
- Fixed the Light Volume toggle and strength being ignored in Opaque mode.
- Fixed the rain droplet flipbook sampling the wrong mip level.
Particle Shader v3.3.2
- Fixed the shader failing to compile with Specular Highlights on and Lighting off.
Corruption Shader v1.1.2
- Fixed setting Star Iterations to 10 (the max) breaking the stars.
Taken Shader v1.3.2
- Fixed normal maps doing nothing along their green channel, so bumps only showed up in one direction.
Free Shader Package v1.77.1
Hotfix for SSR appearing broken in the standard shader. There is also a new option under Tools > Mochie called "Fix Old Grabpass Settings". I would highly recommend running this in your projects to prevent extra grabpasses from running.
Free Shader Package v1.77
As always, please delete your Mochie folder before importing the new package! If you are upgrading from package v1.57 or below this is EXTREMELY IMPORTANT!
GENERAL
-Updated all shaders to support the official light volumes 3.0 full release.
-All shader properties now have the unity standard right-click context menus for resetting/copying/etc. (some custom properties previously did not).
-Fixed the Specular Highlights toggle in Global Standard Settings not actually turning specular highlights on or off (it was setting the wrong keyword).
-Fixed the AreaLit texture fields in Global Standard Settings only accepting render textures, they now accept any texture of the right type.
UNDERWATER SHADER v1.2
-Added box-shaped falloff settings.
-Added hue shift options to blur tab.
-Moved screen tint option to blur tab.
-Added option to rotate caustics automatically when a realtime directional light is present.
-Changed the default caustics setting to be flipbook to match the water shader.
-Fixed caustics dispersion slowly increasing over time.
-Fixed caustics to no longer disappear with a harsh cutoff at short distances, and now instead they have a smooth configurable long-range falloff around the camera.
-Fixed the caustics distortion texture slot having no effect (distortion was reading a hidden texture instead).
-Fixed caustics Color and Opacity not applying in every caustics mode.
-Fixed the depth of field blur reading past the end of its sample kernel.
-Updated the material editor to match the rest of the editors in the package.
STANDARD SHADER v2.14
-Added support for the specular map PBR workflow.
-Moved Standard/Filament dropdown from the specularity tab to the shader variant tab.
-Fixed Pack Textures baking the Height Strength into the packed height map, which made parallax almost disappear after packing.
-Fixed the vertex manipulation mask ignoring its channel selector.
-Fixed shadows using Metallic Strength instead of Packed Metallic Strength in the packed workflow.
-Fixed the packed detail metallic channel not affecting shadows.
-Removed the toggles next to the packed detail strength sliders, they didn't do anything.
WATER SHADER v1.29.1
-Major code refactor to match the more modern approach I've taken with my other PBR shaders. There may be bugs, please report them!
-Added option to rotate caustics automatically when a realtime directional light is present.
-Fixed caustics having a harsh cutoff in the distance when viewing the water surface from sharp angles.
-Fixed emission being mistakenly multiplied by the tint colorpicker twice.
-Fixed AudioLink Strength having no effect on emission.
UBER SHADER v1.35.1
-Fixed unity spot and point lights breaking in worlds with light volumes.
-Fixed the Combined base color mode (2D + cubemap) not working.
-Fixed the secondary matcap using the first matcap's normal map instead of its own.
-Fixed Hard Edges having no effect on materials without a normal map.
-Fixed the emission pulse mask being ignored with Packed masking.
-Fixed the AudioLink rim, triangle and wireframe pulses not traveling outward over time anymore.
SCREENFX SHADER v1.22
-Added box-shaped falloff settings to all features.
-Range gizmos now display by default when their associated feature's tab is open.
-Fixed triplanar distortion not working at all (the shader variant was never compiled because of a keyword typo).
-Fixed Include Filtering having no effect in Screen FX X, the pulse now only affects filtering when it's enabled.
GLASS SHADER v1.15.1
-Fixed SSR Strength having no effect.
-Fixed the rain mask channel selector (Alpha was reading red, and the selected channel was ignored).
-Fixed AreaLit Mask and AreaLit Strength having no effect.
-Fixed AreaLit lighting not showing up on the base color with Lit Base Color enabled.
-Fixed specular highlights showing up on the back side of surfaces facing away from the light.
CORRUPTION SHADER v1.1.1
-Fixed Brightness having no effect in Cubemap mode.
TAKEN SHADER v1.3.1
-Fixed the Gradient Exemption Mask tooltip, black areas are exempt, not white.
Free Shader Package v1.76
As always, please delete your Mochie folder before importing the new package! If you are upgrading from package v1.57 or below this is EXTREMELY IMPORTANT!
GENERAL
-Updated all shaders to the latest version of light volumes 3.0 dev build. This new version should help address compilation time issues.
-Updated all shaders to the latest audiolink build.
-Global standard settings utility now has per-property checkboxes to enable or disable modifications being made.
-Global standard settings utility now supports undoing changes.
-All shaders that support PBR textures have a new "Pack Textures" button that will take the occlusion, roughness/smoothness, metallic, and height textures, pack them into a single texture, and swap the material to packed mode.
-Fixed console warning from shader upgrader
STANDARD SHADER v2.13
-Added distance falloff options to height mapping. This can help with performance in larger scale environments.
SPLAT SHADER v1.10
-Added distance falloff options to height mapping.
PARTICLE SHADER v3.3.1
-Fixed packed map UV options not displaying.
-Fixed console warning spam.
-Fixed spherical harmonics toggle not working.
GLASS SHADER v1.15
-Added option to use packed map PBR workflow.
Free Shader Package v1.75
As always, please delete your Mochie folder before importing the new package! If you are upgrading from package v1.57 or below this is EXTREMELY IMPORTANT!
GENERAL
-Updated all shaders to the latest version of light volumes 3.0 dev build
-All shaders that support light volumes have had new tab added that contains all light volumes settings.
-All shaders that support light volumes now have access to all the same larger set of options
-Additive light volumes and direct lighting from point light volumes is not currently supported in the water and glass shaders, but specular highlights from those sources are. This is a WIP change.
STANDARD SHADER v2.12
-Fixed various debug views causing the mesh to disappear when the material is using a blend mode with transparency or cutout.
-Minor additions to the global standard settings utility
-Adjusted non-light-volume specular highlights at low roughness values
-Minor tweaks to shading
WATER SHADER v1.29
-Fixed most forms of light volumes not working correctly. This has a major visual impact on water that was meant to be affected by them.
UBER SHADER v1.35
-Light volume specular highlights now replace non-realtime specular highlights when enabled, rather than having 2 highlights.
-Fixed light volume specularity turning materials white
-Adjusted non-light-volume specular highlights at low roughness values
GLASS SHADER v1.14
-Should now support proper SH lighting when in opaque mode
Free Shader Package v1.74.1
Major hotfix for light volumes not working correctly. Also added support for new light volumes specular highlights in shaders that previously supported the feature.
Free Shader Package v1.74
As always, please delete your Mochie folder before importing the new package! If you are upgrading from package v1.57 or below this is EXTREMELY IMPORTANT!
GENERAL
-Updated all shaders for the light volumes 3.0 beta
PARTICLE SHADER v3.2
-Added support for ambient occlusion maps
-Added packed workflow option for PBR maps
-Added option to use Oklab hue shift in the filtering tab
-Added mono tint option to hue shift in the filtering tab
SPLAT SHADER v1.8 (Patrons)
-Added support for additive light volumes
GLASS SHADER v1.13
-Added support for additive light volumes
Free Shader Package v1.73.1
Hotfix for arealit light textures not being selectable in the global standard settings utility
Free Shader Package v1.73
As always, please delete your Mochie folder before importing the new package! If you are upgrading from package v1.57 or below this is EXTREMELY IMPORTANT!
GENERAL
-Updated Light Volumes cginc
-Fixed a script compilation error in non-VRCSDK projects
-Fixed arealit light mesh not being selectable in the global standard settings utility
-Several shaders have had small changes to how the grabpass works, and features that require a grabpass may need to be toggled off and on.
PARTICLE SHADER v3.1
-Added mesh refraction to distortion options
-Added rim light options to the X version
-Added sharp specular highlights toggle
-Added spherical harmonics toggle
-Adjusted various default values
-Fixed a bug causing filtering to not work when random hue was enabled
-Fixed grabpass being enabled in the background even when in opaque blend mode
BLINDNESS SIMULATOR PACKAGE (Patrons)
-Added fog tint options
-Added fake lighting options
-Several properties are now floats instead of ranges
Free Shader Package v1.72.1
Quick hotfix for audiolink band selection being incorrect in particle shader