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Next update will come with improvements to the corruption shader for patrons! New UI, better performance, and bugfixes. Actually I don't think I've ever shown it on twitter before, so here it is! Links in bio :)
Added little particulates to the underwater effects shader. Also the underwater prefab now automagically sets itself up to work with whatever water surface you have selected, and works in editor by just flying your camera underwater, no extra systems required :)
Major overhaul for everything water coming in the 2.0 update in November. New godrays and caustics based on the surface normal maps, as well as a full overhaul of the underwater effects so it all matches 1:1 now!
Super excited for this! The update I released a few days ago supports it too!
November is going to be a massive 2.0 update, which will be available on VCC/ALCOM. The upgrade will be painless, just add the repo listing, add the package to your project, and it'll clean up the old install for you. Patrons will just import a regular unitypackage on top!
Currently working on blur stuff. Right now the focus is on removing the ugly halo around objects that sit in front of blurred surfaces. At the cost of extra depth-texture samples I've managed to reduce it dramatically!
This month's update is going to include another highly requested feature for the water shader. World space vertex offset waves! Now you'll be able to easily drop a prefab into the scene and scale it to any dimensions you want without having to play with the settings to fix it!
Just released a hotfix to address SSR being broken in the standard shader. There's also a small script included to iterate over your project's materials to ensure there aren't grabpasses running on materials from before I changed how they're toggled. Find it under Tools > Mochie.
Currently working on an optional utility that will non-destructively edit materials at build time to remove unused textures from the assetbundle. Hopefully this can help address issues with large default textures (rain texture sheet :3) being included in builds when not needed.
Mochie retweeted
Just release an absolutely MASSIVE update including box falloff, specular workflow support, automatically aligning caustics, support for the full light volumes 3.0 final release, and criminal number of bugfixes. Likely the largest patch I've ever released actually. Links in bio!
Just release an absolutely MASSIVE update including box falloff, specular workflow support, automatically aligning caustics, support for the full light volumes 3.0 final release, and criminal number of bugfixes. Likely the largest patch I've ever released actually. Links in bio!
Feeling very productive lately. This month's update is ready to ship (just waiting on third party stuff), so I've started work on next month's update. I think I'm just going to do a massive bugfix patch across the entire package. Find and fix as many things as I can.
This is long overdue, but I now have documentation for my shaders. It's a bit wall-of-texty but it will be a continuous WIP and I'll be improving it over time. github.com/MochiesCode/Mochi…
I made an option for my water shader to automatically align the caustics projection with the directional light rotation. I know I'm not the first one to do this, but happy to finally have it! Coming in this month's update :)
Another highly requested QoL update is coming for the screenfx shader this month. Box-shaped falloff! I'll also be adding it to the underwater effects shader so you can easily shape it to the surface of the water.
Mochie retweeted
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