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| Free | π Patrons only |
|---|---|
| Uber, Uber (Outline) | Uber X, Uber X (Outline) |
| Particles | Particles X |
| Screen FX | Screen FX X |
| Water, Underwater Visuals | Water (Tessellated) |
| Standard, Standard Lite, Standard Mobile | Splat Mapping |
| Glass, Glass (Two Pass) | Taken |
| LED Screen, LED Screen (Transparent) | Corruption |
| Blindness package, X-Ray package |
Patron-only shaders are documented here and marked with a π. They're distributed only through Patreon.
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Uber Shader: Full-featured avatar shader with toon shadow ramps, optional Disney diffuse, non-linear SH, dual matcaps, inverted hull outlines, subsurface scattering, AudioLink, near-clip culling, and mirror-specific behavior.
- Uber X π Patrons only: Adds geometry-shader special features like clones, glitch, shatter culling, wireframe, and geometry dissolve.
- Taken Shader π Patrons only: Stylized avatar effect shader featuring inverted AO emission, noise emission layers, noise patches, axis gradient masking, and inverted-tint outlines.
- Blindness & X-Ray π Patrons only: Ready-to-use avatar prop prefabs.
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Standard Shader: PBR environment shader supporting Metallic, Packed Metallic, and Specular workflows, Parallax Occlusion Mapping (POM), Unity Standard and Filament specular models, Screen Space Reflections (SSR), multi-layer wind, procedural rain & puddles, and integrations for Bakery, LTCGI, AreaLit, and VRChat Light Volumes. Available in Standard, Standard Lite (fewer variants for faster compile times), and Standard Mobile (optimized for mobile/Quest).
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Water Shader: Water shader with 4 vertex displacement modes (Gerstner waves, noise, Voronoi, flipbooks), wave crest SSS, dual normal maps, flow mapping, depth fog, caustics with directional light tracking, foam, and SSR. Includes the Underwater Visuals companion shader.
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Water (Tessellated) π Patrons only: Adds distance-based GPU tessellation.
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Glass Shader: Refractive surface shader supporting Index of Refraction (IOR), normal and mesh-normal refraction, multi-tap frosted blur, rain droplets/ripples, parallax emission, and specularity-only lightmapping.
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Splat Mapping Shader π Patrons only: Multi-layer terrain blending shader supporting up to four blendable PBR layers via splat maps or vertex colors, each featuring independent POM, stochastic sampling, and height-based puddles.
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LED Screen Shader: Display panel shader emulating physical RGB sub-pixel grids, backlight, luminance boost, and UV scrolling or flipbook playback.
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Particle Shader: VFX shader for Unity Shuriken particle systems with soft particles, flipbook frame blending, distortion, AudioLink, and optional lit PBR shading.
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Particles X π Patrons only: Adds polar/panosphere UVs, dissolve, random hue, rim lighting, cutout rims, light-reactive emission, and outlines.
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ScreenFX Shader: Screen-space effects in sphere or box falloff volumes: color filtering, shake, distortion, blur, and noise.
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Screen FX X π Patrons only: Adds zoom, image overlays, triplanar/scanner effects, Sobel and aura outlines, fog, letterboxing, and more.
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Corruption Shader π Patrons only: Procedural cosmic corruption effect using layered 3D noise (tanoise / simplex) and a rotating starfield.
Mochie's Shaders β’ Created by Mochie β’ GitHub β’ Found an issue? Submit a report