'HERE: https://vrcmods.com/item/5534-reroStandard-A-Standard-shader-hack-for-VRChat-UPDATE-
Standard is honestly one of the most complex, impressive shaders Unity has to offer.
It is the gold-standard for lighting accurately and efficiently.
The main downside to using standard is that VRChat world lighting is often not optimal for Standard shader to shine.
Specular highlights don't work in baked light and reflections don't work without a probe.
I've taken it upon myself to fix that.
This is a literal hack for Standard shader that adds VRChat world specific features like simulated light and reflection fall-back.
I've added a few quality of life features as well but for the most part it is literally standard shader. All standard shader assets were acquired through Unity at
https://unity3d.com/get-unity/download/archive
Here is a short video and photo album of its features [WIP]
Feature list:
THERE IS NOW AN IN-UNITY UPDATER LOOK FOR "ReroUpdater" ON THE TOP MENU!
IF SOMETHING'S BROKEN CHECK FOR AN UPDATE I'VE LIKELY FIXED IT ALREADY
This update contains a lot of experimental "toony" features.
All Standard features are fully functional.
Ramp offset and softness for toon lighting.
Specular, Metalic, and Default Standard workflow support.
Adjustable lighting.
Simulated light direction for lighting in baked light worlds with no real-time lights.
Color multiplied detail texture with masking for selective coloring
I mean it's more or less just standard :v)
Changelog:
1.0.6
IMPORTANT: To prevent files not overwriting when using the updater please delete JUST the "shaders" folder before running it and import from there.
The "back to standard" update
Seeks to return the look of the shader in all cases to as close to standard as possible while retaining the fixes I've implemented over the shaders lifetime.
It's basically a re-work of a previous public version that resembled standard a lot more closely.
1.0.5b
Fixed light attenuation causing colored directional lighting to be read as shadow.
Fixed point lights being generally scuffed and not showing up.
Laughed at Scruffy's vertex lights.
Fixed "dusty stereo lighting" bug in VR
1.0.5
Fixed rim light and glossy reflections not darkening properly
Made glossy reflections directional when rim light is directional
New approach to the custom ramp that makes it more easily stylized
Fixed point lights being attenuated in unexpected ways
Various other things
1.0.4
changed height maps to parallax occlusion (relief) maps. see: http://wiki.unity3d.com/index.php?title=ReliefSpecular#ShaderLab_-_ReliefSpecular.shader
Minor rewrite of the updater
1.0.3c
Fixed the rim multi-slider being broken
1.0.3b
More GUI fixes for multi-editing (directional rim and tint shadows work as intended now with multiple materials selected)
1.0.3a
Hot-fix for specular with detail normal causing "whiteout"
1.0.3
Fixed transparency queue override
1.0.2
Complete rewrite of outline code
1.0.1c (last iteration of 1.0.1 I promise)
GUI/Editor tweaks
This update also contains the updated updater script so be sure to update to this one!
1.0.1b
Hot-fix for multi-editing some properties setting the value to first material selected.
There is now a "ChangeLog.txt" file in ******** folder with a copy of these changes.
1.0.1a
Hot-fix for single color ambient lighting turning shader completely black
Reflection options:
If "Use Reflection Probe" is checked but there is no probe in the world the shader will reflect the Fallback Cubemap that you set
If "Use Reflection Probe" is disabled the shader will always reflect your Fallback Cubemap
For any issues contact me on discord: Rero#9097'
Comments
the custom specular, rim, and ramp toggles are awesome. Dude I wanna kiss you. with the custom rim and specular on the metallic shader I can fix the weird hue around the edge of my models
0I love your work. As I mainly do robots and cyborgs, this shader is ideal. Do you think it is possible to add support for transparency masks? Most of the models I use are from sketchfab, so they use transparency masks for some models. It would save a lot of time if you could add that feature
0Overall I love the feature you've added to the Standard Shader. im encountering one discrepancy that keeps me from all out using Rero for everything, from my testing, as far as I understand, the Standard Shader interprets Reflection Probes as a light source and will reflect acordingly, However your modified shader does not, This isnt to say the reflections are not present, but they are quite subtle in most lighting conditions, and non existent when no other light sources are present
0Id like to show you what im talking about specificly, so ill be contacting you on Discord as well.
What is that model in the first picture? I absolutely adore it. Is it a private model? Or is it from a game? I kinda want it just so i can have robot arms. Mechanical arms are like.. My favorite
0You can tile the detail normals
0Does this shader have the ability to tile the normals?
0I wanted to use it on a model I was making but the lack of that option had me choose poyomis over it =( but I really wanted to use this one because I think standard looks great on cloth
thanks
0thank you! this is exacly what i need!
0thx rero love you
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