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d4rkpl4y3r

@d4rkpl4y3r

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04.12.2024
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Latest posts by d4rkpl4y3r @d4rkpl4y3r

TIL that animating a color with with property [hdr] in unity records it with .rgba bindings. Problem is hdr colors are linear while .rgba bindings are srgb. So you won't end up with the color you picked. #unity
github.com/d4rkc0d3r/Un...

08.03.2026 19:22 👍 1 🔁 0 💬 0 📌 0
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GitHub - d4rkc0d3r/d4rkAvatarOptimizer: d4rkpl4y3r's VRChat Avatar 3.0 optimizer d4rkpl4y3r's VRChat Avatar 3.0 optimizer. Contribute to d4rkc0d3r/d4rkAvatarOptimizer development by creating an account on GitHub.

use d4rk's Avatar Optimizer. You simply add it and click a button. Will greatly clean up your project (reduce meshes, materials, blend shapes, and so on).

github.com/d4rkc0d3r/d4...

30.01.2026 19:27 👍 25 🔁 2 💬 1 📌 0
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Release d4rkpl4y3r Avatar Optimizer 4.0.0 · d4rkc0d3r/d4rkAvatarOptimizer Add Repo to VCC Features Reduce draw calls when using shader or NaNimation toggles and merging skinned meshes: For each resulting material slot if it has only one source mesh, it will now add a m...

I've also added a little button to promote my ko-fi on there now. It's been long overdue that I mention that somewhere more prominent than just linking it in my github profile.
Anyways, get the new version here: github.com/d4rkc0d3r/d4...

19.01.2026 22:11 👍 4 🔁 1 💬 0 📌 0

When using shader toggles it now adds material swaps to a disabled material to each slot that comes from only one source mesh. This way materials that can't get merged can get their draw calls removed when their source mesh would be disabled.

19.01.2026 22:11 👍 3 🔁 1 💬 1 📌 0
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I'm finally done with version 4.0.0 of my avatar optimizer.
With this version I am dropping support for older unity & vrc sdks completely. Make sure to update your projects!
The main feature is a whole new UI to debug why it can't merge material slots for the advanced users out there.

19.01.2026 22:11 👍 17 🔁 2 💬 3 📌 0
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AGI update JAN26 This is "AGI update JAN26" by Puppy on Vimeo, the home for high quality videos and the people who love them.

An update on AppleGI:

@appleblossomvr.bsky.social

and special thanks to @rainy.fans for modeling

08.01.2026 04:11 👍 41 🔁 15 💬 7 📌 2
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I just pushed out v7.0.0 of my shaders, and while I wanted to do a full on fancy trailer and a bunch of other promotion stuff - I didnt want to delay it any further. So it is live now! 350+ commits, hundreds of lines of changelog, all free
shaders.orels.sh

Happy Holidays! ❤️

#unity3d #shaders

24.12.2025 05:35 👍 53 🔁 18 💬 0 📌 2
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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 👍 467 🔁 191 💬 19 📌 12
CUDA on WSL User Guide — CUDA C++ Best Practices Guide 13.1 documentation The programming guide to using the CUDA Toolkit to obtain the best performance from NVIDIA GPUs.

32bit IMAD on nvidia is same max throughput as shift or bit wise ops since turing. @gegellibu.bsky.social specifically asked me for the nvidia throughput table before posting this.
docs.nvidia.com/cuda/cuda-c-...

07.12.2025 23:41 👍 2 🔁 0 💬 0 📌 0

Taking another look at the morton order code @vassvik.bsky.social posted, one can further reduce the amount of instructions required, using one of my favorite bit fudging techniques: Bit cloning using multiplication!

It sometimes lets you replace code like x | (x << a) | (x << b) if a, b are fixed.

06.12.2025 02:59 👍 5 🔁 1 💬 1 📌 0
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I want to put a neat morton trick I have below here too. A way to get the next morton index without converting to 1d and back.

05.12.2025 15:13 👍 4 🔁 0 💬 1 📌 0
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Some random Morton Code tricks:

If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position.

Code transcribed from fgiesen.wordpress.com/2009/12/13/d...

05.12.2025 14:07 👍 45 🔁 5 💬 4 📌 2
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Decided to go back to making Shadertoy fluid sims for for a bit.
This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics.
shadertoy.com/view/tfyyWD

03.12.2025 04:19 👍 37 🔁 7 💬 1 📌 0
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Steam Hardware The Steam Hardware family officially expands in early 2026.

Announcing: New @steampowered.com Hardware, coming in 2026:

Steam Controller
Steam Machine
Steam Frame. 

Watch our jazzy announcement video and wishlist now: steampowered.com/hardware

12.11.2025 18:03 👍 6391 🔁 1957 💬 251 📌 921

I don't use twitter anymore.
Seems like my dms here were set to only followers by mistake so I fixed that.

27.10.2025 20:30 👍 1 🔁 0 💬 0 📌 0

Actually IIRC constant buffer can be pretty slow when doing non uniform access on it. So maybe thats it?

20.10.2025 12:52 👍 0 🔁 0 💬 0 📌 0

That is very surprising to me. When doing hlsl with fxc the non const version would be pathological slow since it compiles it as pushing all values into indexable registers just to read the one value out.
While const version just gets put into immediate constant buffer.

20.10.2025 12:48 👍 0 🔁 0 💬 1 📌 0
Optimization and Culture in VRChat
Optimization and Culture in VRChat YouTube video by Brikaro

Had this knocking around in my head for about 6 months and finally got around to writing it out and filming it. This is my first time making a video essay and I haven't written VO since college but I'm happy with how it came out. Let me know what you think!

Filmed in #vrchat
Edited with #blender3d

13.10.2025 00:31 👍 156 🔁 51 💬 16 📌 6

I had something similar in my repo for a while. Completely jumbled up release order. However it was the correct order when I looked at the list with an incognito window which is really weird.

29.08.2025 18:36 👍 0 🔁 0 💬 0 📌 0

what if your avatar's minimum brightness was set to zero, it'd be pretty cool

09.08.2025 02:38 👍 81 🔁 9 💬 22 📌 3
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Been playing with some wetness effects for a #VRChat world recently. Took the math of @mochie.bsky.social 's water gerstner waves, rendered it to a texture, and then did some simple decay on it via Graphics.Blit. Its a little jank but I've stared at it long enough that I think its working #unity3d

30.07.2025 23:35 👍 176 🔁 34 💬 4 📌 2

Man you project is cooked or something. I've never experienced or heard of anyone else having those two issues before.
Especially the play mode one. I don't think I ever upload without going into play mode beforehand to test.

30.07.2025 21:28 👍 4 🔁 0 💬 1 📌 0
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Light Volumes v.2.0.0 released!
Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time)
Ability to project images and cubemaps.
Also baked shadow masks and even more features!
github.com/REDSIM/VRCLi...

20.07.2025 17:39 👍 255 🔁 103 💬 13 📌 3
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The hair has to make way for the cuddles.

17.07.2025 22:31 👍 8 🔁 0 💬 1 📌 0
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I made a video about my (extremely crude) software rasterizer. You can watch it over here! youtu.be/yyJ-hdISgnw?...

30.05.2025 14:34 👍 325 🔁 33 💬 12 📌 4

You basically use the samplers and tex2dlod anytime that is defined and texture2d and .Load whenever it isn't defined

30.05.2025 13:58 👍 2 🔁 0 💬 0 📌 0

blegh, personally I would simply not support surface shaders. But if you really want it you can do it by hiding it from the surface analysis thingy with quite a bit of macro spam by checking SHADER_TARGET_SURFACE_ANALYSIS

30.05.2025 13:54 👍 2 🔁 0 💬 1 📌 0

I took a quick look at it. You used 3 sampler2D in a linear nx1 way. Using just texture objects and .Load would probably be better. 3 samplers add to registers which means you might get knocked down in occupancy while just doing textures would not. Also 2D textures might not like a nx1 layout at all

30.05.2025 13:40 👍 2 🔁 0 💬 1 📌 0
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Technologies change, the problems stay the same. Was trying to improve the results with @sim.red Light Volumes
Original clip by @crowscrowscrows.com #unity3d

29.05.2025 00:48 👍 95 🔁 17 💬 0 📌 0