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Installation and Setup

MochiesCode edited this page Sep 30, 2026 · 5 revisions

How to install Mochie's Shaders and set up your project.

πŸ“¦ Installation

Free Shaders

  1. Download the latest Free Shader Package (Mochies.Unity.Shaders.vX.Free.unitypackage) from the Releases page.
  2. In Unity, select Assets > Import Package > Custom Package...
  3. Select the downloaded package and import everything.

The shaders install to Assets/Mochie.

πŸ”’ Patron-Only Shaders

Patron-only shaders and packages are distributed only through Patreon, and follow the same setup process as the free package.

🌫️ Depth Texture & the Depth Light Prefab

Some features read the camera depth texture:

  • Screen Space Reflections in Standard, Glass, Splat Mapping πŸ”’, Uber, and Water
  • Water: Foam, edge fade, depth fog, and caustics
  • Underwater Visuals: Blur, caustics, and fog
  • Particles: Softening
  • Screen FX: Depth of field, triplanar distortion, and several Screen FX X πŸ”’ effects
  • Corruption πŸ”’ and Blindness πŸ”’

Unity only generates a depth texture when something requests it. In VRChat you can't add scripts to cameras, so the included Depth Light prefab (Assets/Mochie/Unity/Prefabs) handles it. It's a directional light with near-zero intensity and shadows enabled, which makes Unity render the depth texture. Any directional light with shadows enabled has the same effect.

  • Worlds: Place a Depth Light in the scene if no directional light with shadows is present.
  • Avatars: Parent a Depth Light anywhere on the avatar. Its position doesn't matter.

🧱 Render Queues

The inspectors set the render queue automatically from the blending mode:

Blending Queue
Opaque 2000 (Geometry)
Cutout 2450 (AlphaTest)
Fade / Transparent / Grabpass 3000 (Transparent)
  • Screen Space Reflections and refraction need to render after opaque geometry. For example, Standard moves opaque materials with SSR to queue 2501, and Uber's SSR and refraction require a queue of 2501 or higher.
  • Render Queue Offset: Most inspectors (Standard, Glass, Water, Particles, Taken πŸ”’) have an offset field that adds to or subtracts from the queue above.

🧰 Editor Tools

The package includes these editor utilities. See Utilities for full details.

  • Global Standard Settings: Applies specularity, lightmapping, filtering, and AreaLit settings to many Standard materials at once, and swaps materials between Standard variants.
  • Texture Packer: The Pack Textures button in the inspectors packs separate PBR maps into one packed texture.
  • Convert to Flipbook Asset: Converts a GIF into a texture array flipbook.
  • Create Material: Creates a new material that uses Standard, Standard Lite, or Standard Mobile.
  • Material Upgrader: Moves materials made with older versions of Standard or Standard Lite to the current version.

πŸ”’ = Patrons only


Avatar Shaders

Uber
Uber X πŸ”’
Uber X (Outline) πŸ”’
Taken πŸ”’
Avatar Props πŸ”’

Environment Shaders

Standard
Water
Water (Tessellated) πŸ”’
Underwater Visuals
Glass
Splat Mapping πŸ”’
LED Screen

Special Effects Shaders

Particles
Particles X πŸ”’
Screen FX
Screen FX X πŸ”’
Corruption πŸ”’

Links

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