Heloess
I opened a booth store! which supports purchases via PayPal
I also set up a LinkTree to keep my links in order
You can find it in my bio
c:
https://t.co/MnCZzE6kUU
https://t.co/azpJwkFMkZ
@lollypeezle Cuz water reduces light kind of the same way the atmosphere scatters it from highest frequency (blue) to lowest (red), but in its case, light extincts from lowest frequency to highest, so with water depth, reflected light will be more cyan, then blue https://t.co/SyFX7aZhn2
@pranksterware Tbf dithered "transparency" is very good to deal with partially opaque and semitransparent meshes like hair, otherwise it can become a mess, enabling depth write would make some cards hide the ones behind and disabling it will make them overlap, cutout doesn't have to deal w that
@ItsBifffy Whenever this happens either change you export scale to fbx all or all local depending on which one you currently use, or go to configure the humanoid rig, on pose, reset the pose then on the same dropdown enforce t pose
@Aurora_Skull Ppl still use fur shells even tho they are insanely unperformant and don't look good where it should, i prefer fur cards over any of these.
And tbf fur shaders rarely look good on any avatar, most fur on animals irl doesn't even stick out as it does on these shaders
@GeoCherry9999@SimplyT4y You can achieve a 5GB single texture on unity by setting a 16k texture's format to RGBA float and enabling mips.
For example this 4k texture is 341mb:
4096 x 4096 pixels, x 4 color channels, x 4 bytes, x1.33 (mips add around 33.3% of memory)
(MB will be different cuz MiB ig)
@AfiliaFrostfang@SimplyT4y i couldn't stay on that map without walking backwards or sideways because the moment i faced a certain angle i would completely drop to <5fps
my biggest issue was the lack of booth culling, knowing each one can be significantly heavy to render
@AfiliaFrostfang@SimplyT4y what i always noticed is that they make random objects appear on the personal mirror, the avatars on booths are put as is, so your GPU has to do a lot of skinning/shape key calls before rendering the avatar itself, which likely has a very heavy shader too, and nothing is culled