Technical/Environment artist and former music producer patreon.com/MochieShaders linktr.ee/Mochie_

Canada
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 :)
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Mochie retweeted
VRC Light Volumes v.3.0.0 is very close to release, and I'm going to shoot a trailer for it. So if you have any worlds that use v.3.0.0 features, share them with me! I might use them in the trailer. (A random picture to get your attention)
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Mochie retweeted
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 :)
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Mochie retweeted
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.
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Mochie retweeted
🐳 SLY FEST 2026 | 2 DAYS | 30 ARTISTS 🐳 10.2.26 - 10.3.26 ✧ DAY 1 ✧ ⚓ slyfest.com #SlyFest #VRChat #MusicFestival
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Added specular workflow support to my standard shader today, so I guess that's coming in the next patch. I hear certain communities that heavily utilize third party assets find it useful.
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New update is out! Lots of bugfixes, latest light volumes dev build, and some new features like the texture packing, an upgraded, more flexible global standard settings utility, and more! Links in bio :D
Big QoL change coming in the next update... texture packing built into the material UI! No more external texture packer required, just pop your textures in the slots and hit pack. If there's no texture it will fill the channel with a solid color based on the strength slider.
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Mochie retweeted
Big QoL change coming in the next update... texture packing built into the material UI! No more external texture packer required, just pop your textures in the slots and hit pack. If there's no texture it will fill the channel with a solid color based on the strength slider.
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Just released another major update that includes support for this, as well as a bunch of other light volumes usability improvements! Links in bio :)
A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
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Another huge light volumes patch coming out for my shaders this month! All shaders will have access to the same settings consolidated into the same tabs, as well as the new clustered lighting! Releasing sometime next week :)
A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
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Mochie retweeted
What if u could furnish your very own vrchat world all completely in game? :3 Heres a small preview of my SOON to be dropping system "HOME FORGE" I CANNOT wait to get it in yalls hands :3
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Mochie retweeted
I've just released a MAJOR set of bugfixes for light volumes in my shaders, as well as adding support for the new light volume specularity. I would HIGHLY recommend updating if you're using light volumes in any of my shaders for anything. Links in bio.
I made physically correct speculars for VRC Light Volumes v.3.0.0. Now we'll have them separate per each light, so no specular-leaking artefacts anymore! Also now speculars use light source size to look much more physically correct.
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Hey all! I thought it was worth saying at least once: I live off patreon, and if you've ever found my work useful it would mean the world to me if you'd consider subscribing. I've got all sorts of cool things on there, many of which you can see on my profile here. Much love <3
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Will be releasing a hotfix sometime in the next few days to add support for this. It's a big upgrade from the old specular highlights :D
I made physically correct speculars for VRC Light Volumes v.3.0.0. Now we'll have them separate per each light, so no specular-leaking artefacts anymore! Also now speculars use light source size to look much more physically correct.
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I've just release my latest shader package update which includes support for the light volumes 3.0 beta! It also has some nice additions to the particle shader like occlusion mapping, packed PBR workflow, and more! Links in bio :D
VRC Light Volumes v.3.0.0 will support Area Light realtime texture emission, almost like LTCGI. Less physically accurate, but very performant!
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