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 :)
If you're gonna use this for photography in solo/private instances go for it, more power to ya, but please god do not ever whip this out in public. For each additive light (spot/point) affecting a submesh, the perf cost to render that submesh will up-to double.
I've created a #VRChat avatar prefab for real-time lights!
The lighting rig prefab lets you configure lights in-game and allows any VR user to place them, useful for cinematography and photography๐ฌ
You can find the prefab on my github, links in replies.
Next update includes a toggle for the glass shader that incorporates mesh/vertex normals in refraction calculations. It looks much better on rounded surfaces like drinking glasses :)
This month's update focuses on water shader stuff! It includes detail textures for surface floaties, and the option to use non-grabpass blending modes for quest compatibility!