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Visuals Tab
Video Tutorial
Coming soon - video tutorial placeholder
The Visuals tab provides lighting tools and material management utilities.
Light probes capture lighting information for dynamic objects. Without them, moving objects won't receive proper lighting from baked lights.
Create Light Probe Group:
- Click to add a Light Probe Group component to your scene
- Position probes throughout your playable space
- Bake lighting to populate the probes
LPPVs provide better lighting for large dynamic objects by sampling multiple probe points.
Supported Systems:
- VRC LPPV - VRChat's built-in system (if detected)
- RedSim LPPV - Third-party alternative (if detected)
Adding LPPVs:
- Select target object(s)
- Click the appropriate LPPV button
- The component will be attached
If Bakery is installed, additional options appear:
- Create Direct Light - Bakery direct light component
- Create Sky Light - Bakery sky lighting
- Create Point Light - Bakery point light
The Material Manager helps you batch-modify materials across your scene.
Toggle between two modes:
Whitelist Mode:
- Only affects materials/objects in the list
- Everything else is protected
- Use when you want to target specific items
Blacklist Mode:
- Affects everything EXCEPT items in the list
- Listed items are protected
- Use when you want to protect specific items
Drag and Drop:
- Drag GameObjects or Materials directly into the list area
Add Selected:
- Select objects in the Hierarchy
- Click Add Selected to add them to the list
Clear List:
- Click Clear to empty the list
Batch-swap shaders across multiple materials at once.
Shaders are sorted by priority:
- Popular shaders - Poiyomi, lilToon, Standard (top of list)
- Specialty shaders - VRChat mobile, specific use-cases
- Other shaders - Everything else alphabetically
- Hidden shaders - Internal shaders (bottom of list)
- Set up your whitelist or blacklist
- Select a shader from the dropdown
- Click Apply to [Whitelisted/Blacklisted] Materials
- All matching materials will be updated
When swapping shaders:
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Main texture (
_MainTex) is preserved and remapped - Other properties may need manual adjustment
All shader swaps support Unity's Undo system:
- Press Ctrl+Z to revert changes
- Or use Edit > Undo
- Place probes where players will stand
- Add extra probes near walls and corners
- Don't place probes inside geometry
- Test shader swaps on a few materials first
- Keep backups of complex material setups
- Use whitelist mode for precision work
- Swap to mobile-friendly shaders for Quest builds
- Use the Auditor tab's shader scanner to find non-mobile shaders