d4rkpl4y3r
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- I'm finally done with version 4.0.0 of my avatar optimizer. With this version I am dropping support for older unity & vrc sdks completely. Make sure to update your projects! The main feature is a whole new UI to debug why it can't merge material slots for the advanced users out there.
- When using shader toggles it now adds material swaps to a disabled material to each slot that comes from only one source mesh. This way materials that can't get merged can get their draw calls removed when their source mesh would be disabled.
- I've also added a little button to promote my ko-fi on there now. It's been long overdue that I mention that somewhere more prominent than just linking it in my github profile. Anyways, get the new version here: github.com/d4rkc0d3r/d4...
- Reposted by d4rkpl4y3rAn update on AppleGI: @appleblossomvr.bsky.social and special thanks to @rainy.fans for modeling
- Reposted by d4rkpl4y3rI just pushed out v7.0.0 of my shaders, and while I wanted to do a full on fancy trailer and a bunch of other promotion stuff - I didnt want to delay it any further. So it is live now! 350+ commits, hundreds of lines of changelog, all free shaders.orels.sh Happy Holidays! ❤️ #unity3d #shaders
- Reposted by d4rkpl4y3rMy "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
- Reposted by d4rkpl4y3rTaking another look at the morton order code @vassvik.bsky.social posted, one can further reduce the amount of instructions required, using one of my favorite bit fudging techniques: Bit cloning using multiplication! It sometimes lets you replace code like x | (x << a) | (x << b) if a, b are fixed.
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- Reposted by d4rkpl4y3rDecided to go back to making Shadertoy fluid sims for for a bit. This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics. shadertoy.com/view/tfyyWD
- Reposted by d4rkpl4y3rAnnouncing: New @steampowered.com Hardware, coming in 2026: Steam Controller Steam Machine Steam Frame. Watch our jazzy announcement video and wishlist now: steampowered.com/hardware
- Reposted by d4rkpl4y3rHad this knocking around in my head for about 6 months and finally got around to writing it out and filming it. This is my first time making a video essay and I haven't written VO since college but I'm happy with how it came out. Let me know what you think! Filmed in #vrchat Edited with #blender3d
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- Reposted by d4rkpl4y3rLight Volumes v.2.0.0 released! Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time) Ability to project images and cubemaps. Also baked shadow masks and even more features! github.com/REDSIM/VRCLi...
- The hair has to make way for the cuddles.
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- I made my fluid sim particles got towards the nearest light from the light volumes. youtu.be/i8PFoagQhP0
- Adding the vrc light volume support to my raymarcher was slightly less trivial. The reason being that the self reflection rays for the metallic parts need to sample them a second time on their ray hit. Still pretty easy tho and definitely worth it.
- I've been trying out @sim.red VRC Light Volumes on a bunch of my shaders. It looks really good especially on larger things like my pool. Really grounds the thing in the world.
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- Reposted by d4rkpl4y3rI've been improving my VRChat liquid simulation for the last few weeks. Of the most notable things that I've implemented is a ray tracing algorithm over a 3d texture isosurface (using some ideas from jcgt.org/published/00...) Its surprisingly performant for VR resolutions!
- Reposted by d4rkpl4y3rI'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid. Still need to implement @d4rkpl4y3r.bsky.social 's mip counting sorting method for improved performance.
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- Reposted by d4rkpl4y3rI usually render particle fluids with particles, as it gives the most details, but here I tried using ray marching for the fluid. It certainly is much more liquid like, but at the same time its slower and loses some detail. I wonder if I can improve this. compute.toys/view/1809
- Reposted by d4rkpl4y3rBeen recently looking into fluid simulations again. This time I've testing if I can make a good SPH simulation but only having "average" cell particles. It seems to work surprisingly well, and it doesn't need sorting either. compute.toys/view/1782 Explanation thread👇🧵
- I'm finally adding fluid spawn and void to my SPH sim. Now that I actually kinda understand what the sim parameters mean I managed to make the per step particle spawn rate adjust to match the target rest density. youtu.be/xX0DqvNhimc
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- I manage to untangle my fluid sim parameters. To make it work all the way back I did such cursed things as split particle mass into two different values. This video shows the new values up top and the old ones at the bottom. It matches it pretty closely. www.youtube.com/watch?v=PTFP...
- These are the old (left) and new (right) values. Turns out both particle mass values only modulate other parameters. Getting the time step to real time was slightly less straight forward and required some experimental fudging of numbers until it looked mostly right again.
- This is sooo much better to play with in vr. And it was already fun in editor. Its just so satisfying.
- Its powered by 8 spare bits in my particle struct that I stochastic decrement like this.
- Hmmm, invisible grape juice.
- Touch the balls. Now to figure out what to actually do with this...
- wiggle update to dildo.shader