VRC Shader Gallery


Click on the names to see a description.

Procedural Synthwave City

Procedurally generated synthwave-style hologram. Entirely generated at runtime, no textures used. Audiolink support, perspective-based distortion, projection effect, vignette and scanlines.

Audiolink Dress Wave

Audiolink driven vertex displacement, brightness and color shifting, based on object position, masked by a basic texture.

Inverse Space Sphere

Procedurally generated space sphere. No textures used, everything generated at runtime. Scene can fully envelop camera.

Water Crystal Cluster

Parallax layers, internal glow and animated patterns.

Audiolinked Horn Wraps

Invisible mesh with Audiolink driven vertex displacement and color shifting. Based on UVs and procedurally generated, no texture needed.

Dreamy Constellations

Distance-based moving constellations with parallax layers, glinting and color shifting. Based on a single-channel texture, colors generated at runtime.

Ray-casted Ocean

Extension on RED_SIM’s real time skybox: added a fake ocean using ray-casting. There is no geometry in this shot. Ocean is a purely screen-space effect and adjusts perspective based on camera position and direction, calculates a normal plane to render an animated normal map including specular lighting. This technique was developed to avoid issues with camera clipping distance and allow ocean and sky to seamlessly blend.

Pawprint Particles

Pain-like splotches that dry out over time. Colors and shape are unique for each particle, generated from hashes calculated from custom vertex streams.

Parametric Lens Glare

Procedurally generated anamorphic lens-glare effect. Uses no textures. All the shapes and details can be customized via parameters and animated, including lens shape, color, various effect layers, etc. to create different styles. Focus and light distribution change realistically based on distance, screen-space lens dirt effect and realistic occlusion based on depth.

Crystal Geode

Parallax surface shader on flat geometry.

Audiolinked Snow Particles

Variable particle thickness based on signed-distance field. Optional distance fade.

Fractal Pattern Cube

Based on this code and re-created in Amplify. Added Audiolink support, dissolve effects, edge effects and vertex animation. Also shows a shader for a custom trail renderer for a lingering, wispy trail.

Crystal Lights

Parallax layers, internal glow, animated patterns and randomized color swatch based on world position.

Censor Box

Pixelation grab pass shader. Creates a censor-bar like effect that can be positioned anywhere in the world.

KLEM Surface Shader

Designed to support advanced specular highlights in all lighting conditions. Includes anisotropic specular highlights. Can heuristically determine highlights from diffuse light sources. Supports VRC Light Volumes. Has advanced fallback strategies that can compensate for missing or malformed world lighting data.

Skybox with Day/Night Cycle

Light direction based skybox shader with dynamically generated sun and moon. Lighting and positions adjust to real-time light direction to simulate a day-night cycle.

Corrupted Lodestone

Crystal surface shader with position-based, internal glow, vertex animated rings and procedurally generated corruption effect.

Magic Dust Particles

Procedurally generated simple particles. Shape and colors generated at runtime, movement randomization through vertex displacement in shader. No textures used.

Telescope Lens

Realistic lens refraction.

Force Field

Supports mesh intersection detection to dynamically interact with world geometry and avatars.

Stylized Crystal Fireplace

Subtle, internal, golden parallax glow.

SDF Text Shader

Uses text saved as signed distance fields and texture arrays. Draws sharp lines independent of text resolution and view distance. Distance-based outline to improve readability.

Moving Panels

A single mesh with rotating panels animated through vertex displacement. Movement is controlled through a control grid texture or a custom render texture that can generate and blend control grids at runtime.

World Lighting Debugging Suite

Collection of debugging shaders to display world lighting information. Shows all information from a unified sampling point, detects missing information, displays updated values in real time, contains shader-based graphs, shader based aim constraints. All placement done through vertex displacement to eliminate frustrum culling. Also draws reflection probes and bounding boxes.

Floating Crystal

Crystal shader with vertex animation and parallax layers for internal glow effect.

Tessellated Waves

A tessellation prototype for multi-phasic, detailed height waves across a basic plane for use cases like water or curtains.

Crystal Tree

Audiolink effect based on UVs.

Audiolink Flow

A procedurally generated and audiolinked pattern, reminiscent of a lava lamp. Samples two pixels from a video to adjust colors based on video content. Generates a height map and calculates normals from it to generate mercury-like highlights.

View Finder

Lens light distortion based on viewing distance and angle and time of day.

Luma Aura Hack

A shader that hooks into Furality’s Luma Aura system to create in-world rainbow effects at arbitrary scale.

Audiolinked Soundwaves

Audiolinked soundwave pulse mesh particles. Size drive by vertex displacement. Pulses triggered by a custom Udon Audiolink extension.

Optimized Summoning Circle

Instead of utilizing a particle system, this shader uses only a single quad. The pattern is rendered using an SDF. Rotation, color changes and height are all controllable through the shader. Includes a custom Shadowcaster pass to ensure only non-discarded fragments write to depth.

RGB Hologram Projector

Video projector using separate RGB channels and creating a floating hologram.

Cobblestone Randomizer

All stones are part of a single mesh and draw call. Three different tiled textures are blended and transformed to create unique patterns for each individual stone.