Awesome
VilarVRC
Vilar's Shaders for VRChat
Geometry Dissolve
A dissolve shader that renders models into tetrahedrons
This is the geometry dissolve shader I use for my spawn in and AFK effects in VRChat.
EyeTrack
Configurable Eye Tracking
Version 2!
VRChat has fixed eyetracking for full body tracking! I have added an untracked version to simplify the process. The default shader now does not auto track, but an AutoTrack variant is included! Demonstration prefabs are included for each.
Instructions for preparing model for AutoTrack variant
To set up your eyes for tracking with the VilarEyeTrack shader, you will need the origin of each eye object to be it's center. This process is simple in Blender:
There are a few steps needed to get shader based eye tracking working on your Avatar. You will need to open Blender first and make each eye it's own object.
Select your mesh. Press Tab to enter Edit Mode. Select your eye vertices (You will need to do this separately for each eye).
Press Spacebar (Ctrl+Spacebar for Maya Bind Users) and type "Separate". Select "Mesh: Separate". Select "Selection".
Press Tab to exit Edit Mode. Select your Armature, and press Tab to enter Edit Mode. Select the root of your eye bone.
Press Spacebar and type "cursor". Select "View3D: Snap Cursor to Selected".
Press Tab to exit Edit Mode. Select your eye object. Press Spacebar and type "origin". Select "Object: Set Origin". Select "Origin to 3D Cursor".
Lastly, remove the Armature modifier from your eye objects.
That should do the trick! Your eyes are now their own separate objects, ready to be animated by their shader! Export your avatar and go back to Unity!
place your new eye objects under the head bone in your avatar hierarchy.
Create a separate material for each eye. Set their shader to Vilar/EyeTrack.
Run the included setup wizard from VRChat SDK > Vilar's EyeTrack Setup. This will set the offset values for you, as well as autodetect orientation differences between Blender and Maya exports.
NOTE: If edited in Amplify Shader, the parralax feature will break. You will need to multiply normals and tangents by the look rotation matrix manually in the vert function after compiling to fix it. The multiply on the normals should be generated, just do the same to tangents.