Bakery in VRChat World! Beginner Friendly

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  • čas přidán 28. 08. 2024

Komentáře • 16

  • @NF-pk5mo
    @NF-pk5mo Před 4 měsíci

    If you ever do an advanced tutorial you'll love MonoSH mode in newer bakery versions. You can use the standard bakery shader and enable it, but my personal preference is downloading mochie shader, use it on a material and within the render tab of it swap it to mono SH and check box use specular. Then using the monosh directional mode itll bake in specular reflection from lights, making them look real without the performance impacts. Sometimes there can be some artifacts in those reflections but you can clear them up by going where it saves the light maps, clicking on the SH map (usually ends with L1 and looks green/pink) and set the compression quality to high. Try it on a material with a rough normal map and chefs kiss

    • @ItzSophYT
      @ItzSophYT  Před 4 měsíci

      Thank you for this! I will definitely check it out! 😊

  • @allcool27gaming
    @allcool27gaming Před 5 měsíci +1

    Thank you for the tutorials!!!

  • @mahdohkah
    @mahdohkah Před rokem +1

    what does enabling gpu instancing and double sided illumination in the shaders do?

    • @noodle2172
      @noodle2172 Před rokem +2

      gpu instancing in short you should use it for many dynamic objects(like pickups) using one material its like performance stuff

    • @muridsilat
      @muridsilat Před 7 měsíci +4

      To elaborate further, GPU instancing requires that objects use the same mesh, as well as the same material. For example, if you have player pickups (dynamic objects), using multiple copies of a teacup in your world (same material, same mesh), enabling GPU instancing will reduce the number of draw calls. Unity will try to render all the teacups in a single batch. Static batching (for items that won't move) requires the same material, but not the same mesh. So, for instance, a variety of modular wall elements (different shapes/meshes) with the same brick material can be batched by marking them static in the inspector. As for double-sided illumination, this makes the lightmapper account for the influence of backfaces on other objects in the scene. The backfaces will not be rendered for the player (unless double-sided rendering is also set), but the backfaces will be included in the creation of shadows and light bounces on other objects.

  • @tinsumiSco1
    @tinsumiSco1 Před rokem +2

    hi

  • @murphy1934
    @murphy1934 Před 8 měsíci

    how do i fix my shadows they look ass for quest

    • @ItzSophYT
      @ItzSophYT  Před 8 měsíci

      Go to the lightmap and change the format

    • @murphy1934
      @murphy1934 Před 8 měsíci

      @@ItzSophYT how

    • @muridsilat
      @muridsilat Před 7 měsíci +2

      @@murphy1934 I assume you're probably seeing color banding and other compression artefacts. This is a problem with the default compression settings on Android. Your lightmaps can most likely be found in your project under "Assets" in a folder called, "BakeryLightmaps." Select the files in that folder, and look at the inspector. It should display the import settings for the images. If you don't see "Import Settings" in the description at the top of the inspector, you may need to deselect things like the light probe data, and ensure you are only selecting image files (e.g., HDR, TGA, EXR). Near the bottom of the inspector, there will be tabs that allow you to create override settings for various platforms. Choose the tab with the Android icon. In the Format dropdown, choose "RGB(A) Compressed ASTC 4X4 block." Click "Apply."

    • @murphy1934
      @murphy1934 Před 7 měsíci

      @@muridsilat I use bakery for my lighting

    • @muridsilat
      @muridsilat Před 7 měsíci

      @@murphy1934 I'm referring to Bakery. The default Android (e.g., Quest/PICO) compression is screwy in VRChat whether you use Bakery or the Unity lightmapper. I also use Bakery. The process I describe above is how I fix my baked lighting for Quest.

  • @RavenBabyvrc
    @RavenBabyvrc Před 9 měsíci +1

    Soph is goddess!!😩