Proof of concept for an idea this morning... Constraint track & shapekey shenanigans. Obviously not perfect with LOTS of cheating but the inaccuracies will probably slide when roleplaying the action in VRC.
@sim.red refactored the LightVolumes.cginc and now the compile time increase is mostly gone compared to current v2.1.3
I got around to testing compile times of the new light volumes. +58% shader compile times on my avatar... build 1,2 are just lv2. 3,4 are with poi on lv2 and my shaders on lv3 and 5,6 is also poi materials on lv3.
Took a quick video of the minecraft block renderer of my pool. youtu.be/edDpyBy3zzo
Minecraft blocks as the pool
YouTube video by d4rkpl4y3r
youtu.be
New cube renderer for the pool. Gives them a random rest rotation and then rotates them along velocity + some stretch too.
(🧵 1/6) Recently I've been working on an HLSL interpreter, which can execute shader code entirely on the CPU github.com/pema99/HLSLI... I used it to make a cute little interactive debugger demo. You can try it yourself at pema.dev/hlsl/
New blog post! I really hope I'll get a decent amount of people mad with this one 😈😈😈 #programming #computing #floatingpoint #geometry lisyarus.github.io/blog/posts/i...
It's OK to compare floating-points for equality
lisyarus.github.io
It happened to me again. I think it gets confused when doing multiple releases on the same day. What is really weird tho is that it isn't messed up when I look at it in an incognito window... bsky.app/profile/just...
Why the fuck are GitHub releases ordered like this
TIL that animating a color with with property [hdr] in unity records it with .rgba bindings. Problem is hdr colors are linear while .rgba bindings are srgb. So you won't end up with the color you picked. #unity github.com/d4rkc0d3r/Un...
use d4rk's Avatar Optimizer. You simply add it and click a button. Will greatly clean up your project (reduce meshes, materials, blend shapes, and so on). github.com/d4rkc0d3r/d4...
GitHub - d4rkc0d3r/d4rkAvatarOptimizer: d4rkpl4y3r's VRChat Avatar 3.0 optimizer
d4rkpl4y3r's VRChat Avatar 3.0 optimizer. Contribute to d4rkc0d3r/d4rkAvatarOptimizer development by creating an account on GitHub.
github.com
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.
An update on AppleGI: @appleblossomvr.bsky.social and special thanks to @rainy.fans for modeling
AGI update JAN26
This is "AGI update JAN26" by Puppy on Vimeo, the home for high quality videos and the people who love them.
vimeo.com
I 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
My "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".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
sebastianaaltonen.com
Taking 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.
Some random Morton Code tricks: If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position. Code transcribed from fgiesen.wordpress.com/2009/12/13/d...
Some random Morton Code tricks: If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position. Code transcribed from fgiesen.wordpress.com/2009/12/13/d...
Decided 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
Announcing: New @steampowered.com Hardware, coming in 2026: Steam Controller Steam Machine Steam Frame. Watch our jazzy announcement video and wishlist now: steampowered.com/hardware
Steam Hardware
The Steam Hardware family officially expands in early 2026.
steampowered.com
Had 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
Optimization and Culture in VRChat
YouTube video by Brikaro
youtu.be
If you own a robotic arm, other users can now remotely move it with standard DPS or SPS lights, using this new open-source software that I am releasing today. No special setup is needed from the other users. If they already have lights, they can control it, no program necessary.
what if your avatar's minimum brightness was set to zero, it'd be pretty cool
Been playing with some wetness effects for a #VRChat world recently. Took the math of @mochie.bsky.social 's water gerstner waves, rendered it to a texture, and then did some simple decay on it via Graphics.Blit. Its a little jank but I've stared at it long enough that I think its working #unity3d
Light 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...
I made a video about my (extremely crude) software rasterizer. You can watch it over here! youtu.be/yyJ-hdISgnw?...
Technologies change, the problems stay the same. Was trying to improve the results with @sim.red Light Volumes Original clip by @crowscrowscrows.com #unity3d
I have updated Lightbox Viewer to V2.4.0: - Added new specialized lightboxes. They will only appear if the Light Volumes package is installed. - Lights inside the avatar are no longer disabled by default. - Add support for Poiyomi SSAO and similar effects.
I made my fluid sim particles got towards the nearest light from the light volumes. youtu.be/i8PFoagQhP0
Particle gravity towards VRC Light Volume light direction
YouTube video by d4rkpl4y3r
youtu.be