VixenWear Latex Ultra Inspector

A complete control-by-control reference for the VixenWear Latex Ultra inspector. The material inspector is driven by the Thry shader editor, and this page is laid out the same way: one section per inspector section, in the order the inspector lists them.

Built-in Render Pipeline / VRChat only - as a surface shader it does not compile under HDRP or URP. Every world-lighting integration (Light Volumes, LTCGI, VRSL) is fail-safe: it strips or no-ops cleanly in worlds that lack the system.

BASE

Section 1 of 17

Render mode, albedo, brightness floor, and UV animation.

Base

  • Rendering Mode - Selects the blend preset: Opaque, Cutout, Fade, or Transparent. This single dropdown drives blend state, ZWrite, render queue, and the fallback tags. Fade uses straight alpha; Transparent uses premultiplied alpha so specular survives at low opacity (the correct mode for glass and wet-look latex); Cutout uses a hard alpha-clip threshold.
  • CutOff - The alpha clip threshold, shown only in Cutout mode. Fade / Transparent read alpha from the Albedo (A) channel.
  • Color - The main color tint multiplied into the albedo.
  • Albedo (RGB) Cutout (A) - The main texture slot. RGB is the albedo; the Alpha channel carries the Cutout threshold in Cutout mode and the opacity in Fade / Transparent.
  • Minimum Brightness - A floor on the final lit result so the surface never crushes to pure black in unlit or very dark worlds.

UV Animation

  • UV Rotation - A static angular rotation applied to the surface UVs, in degrees.
  • UV Speed X - Horizontal UV scroll speed over time.
  • UV Speed Y - Vertical UV scroll speed over time. Combine with Speed X for diagonal flow.

NORMAL MAPS

Section 2 of 17

Macro normal map and the secondary micro-detail normal.

  • Normal Map - Tangent-space normal map for macro surface detail (leather grain, latex pores).
  • Enable Micro Detail - Turns on the secondary detail-normal layer.
  • Micro Detail Map - A secondary detail normal map for fine pores or hex-grid patterns layered over the macro surface.
  • Normal Strength - Intensity multiplier for the main normal map. Higher values deepen the perceived relief.
  • Detail Strength - Intensity of the micro-detail normal.
  • Detail UV Tiling - Independent tiling for the detail map so micro-texture can repeat at a different scale than the main UVs.

SURFACE

Section 3 of 17

The packed PBR map, its channel routing, reflection / specular masks, and surface shaping.

Packed PBR Map

A single RGBA texture keeps VRAM efficient. The channel pickers below tell the shader which channel holds which property, so Poiyomi / Substance / Marmoset packings drop in without re-authoring. Default packing is R Metallic, G AO, B Displacement / Height, A Smoothness.

  • Packed PBR Mask - The texture slot for the packed map.
  • Enable Reflection / Specular Masks - Reads two more channels off the packed map: a Reflection Mask that dims environment / probe specular (clearcoat env, Light Volume, LTCGI), and a Specular Mask that dims direct-light highlights. Matcaps keep their own masks and are unaffected.
  • Global Metallic - Multiplies the packed map's metallic channel (0 = fully non-metallic regardless of the map, 1 = use the map as authored). Defaults to 0 because latex is a dielectric.
  • Global Smoothness - Multiplies the packed map's smoothness channel (default 0.5), a quick way to dial the whole surface glossier or more matte.

Packed PBR Channels

  • Metallic Channel / Invert Metallic - Which channel supplies metalness, and a flip for sources stored inverted.
  • Smoothness Channel / Channel Stores Roughness (Invert) - Which channel supplies smoothness; enable the invert when the channel holds roughness.
  • AO Channel - Which channel supplies ambient occlusion, or None to disable AO sampling.
  • Height Channel - Which channel supplies the displacement / height value used by parallax and tessellation.
  • Reflection Mask Channel / Invert Reflection Mask / Reflection Mask Strength - Channel, invert, and strength for the environment / reflection mask.
  • Specular Mask Channel / Invert Specular Mask / Specular Mask Strength - Channel, invert, and strength for the direct-highlight mask. Channel defaults match Mochie packing (B reflection, A specular).
  • Mochie Metallic Map Setup - One-click translation: maps a Mochie / Poiyomi "Metallic Maps" texture (R Metallic, G Smoothness, B Reflection Mask, A Specular Mask) onto the packed slot, sets the channels, disables AO, and enables the masks. Drop the Mochie map into Packed PBR Mask first.

Surface Shaping

  • Specular Occlusion - How much AO also occludes specular / reflections, preventing glow in cavities that should be shadowed.
  • Parallax Depth - Depth of the 50-step adaptive gradient raymarch that fakes height inside the surface. 0 disables parallax.
  • Displacement Strength - Real geometric height pushed along the normal from the height channel (requires tessellation to have vertices to move).
  • Tessellation Detail - How densely DX11 hardware tessellation subdivides the mesh for displacement, from 0 (coarse / cheap) to 1 (dense / smoother). Distance and screen-size adaptive, and capped so it can't run away. Leave at 0 if you aren't using Displacement. Base shader only; the SPS variant has no tessellation stage.

LIGHTING DETAIL

Section 4 of 17

Dedicated occlusion and baked-shadow maps for extra realism. Both read through the Albedo sampler, so they cost nothing against the texture budget, and each stays off until you enable it.

Occlusion Map

  • Enable Occlusion Map - Turns on the dedicated ambient-occlusion map.
  • Occlusion Map + Occlusion Channel - A grayscale map, and which channel to read, that darkens ambient and indirect light in creases and cavities on top of any occlusion already packed into the surface map. White = no change.
  • Occlusion Strength - How strongly the map darkens the ambient / indirect lighting.

Baked Shadow Map

  • Enable Baked Shadow Map - Turns on the baked contact-shadow map.
  • Baked Shadow Map + Shadow Channel - A grayscale map, and which channel to read, painting regions that always read as shadowed - baked contact shadows under straps, seams and deep folds. Black = no shadow.
  • Shadow Strength - How dark the baked-shadow regions get in direct light.
  • Shadow Affects Ambient - How much the baked shadow also dims ambient / indirect light in those regions (0 = direct light only).

DECALS

Section 5 of 17

Place up to four logos, stickers, brand graphics or tattoos on the latex. Each layer is positioned right in the Scene view: select the material on your mesh and drag the on-screen gizmo handles to move, scale and rotate the decal. All four layers share one texture sampler, so they cost nothing against the texture budget, and the whole section stays off until you enable it.

Setup

  • Enable Decals - Master switch for the whole decal section. Off by default, so existing materials are untouched.
  • Decal Masks (RGBA) - One optional packed texture whose Red, Green, Blue and Alpha channels can each limit where Decal 0, 1, 2 and 3 appear. Leave it white to let decals show wherever their placement allows.

Per Decal (0 - 3)

  • Enable - Turns this individual layer on.
  • Decal - The image to place (logo, sticker, tattoo, and so on).
  • Tint (A = Strength) - Colour multiplied over the decal; the colour's alpha sets the layer's overall opacity.
  • Position / Scale / Rotation - Where the decal sits, how big it is, and its angle. Easiest to set by dragging the gizmo in the Scene view. Rotation Speed slowly spins the decal over time.
  • Side Offset - Nudges the left, right, bottom and top edges independently to stretch or crop the decal box.
  • UV Source - Which UV layout to place the decal on (the main set, or a secondary set if your mesh has one).
  • Mask Channel - Which channel of the Decal Masks texture limits this layer.
  • Color Blend - How the decal combines with the latex underneath: Normal, Darken, Multiply, Lighten, Screen, Add, Subtract or Overlay.
  • Emission Strength - Makes the decal glow, for neon logos or lit signage.
  • Smoothness Offset - Makes the decal read glossier (positive) or more matte (negative) than the surrounding latex, so a printed sticker can stand apart from the shine around it.
  • Mirror UV / Symmetry - Flip the decal, restrict it to one side, or mirror it across the body's centre for symmetric placement.
  • Tiled - Off keeps a single decal clamped to its box; on repeats it across the surface.

LIGHTING

Section 6 of 17

AO, contact shadow, rim, subsurface, anisotropy, transmission, and energy conservation. Most of these belong to the polish layer and are gated by Enable Polish Layer.

  • AO Strength - Strength of the multi-bounce ambient-occlusion term applied from the AO channel.
  • Shadow Hardness - Sharpness of the self-shadowing cast inside recessed seams by the parallax raymarch.
  • Rim Light Strength - Intensity of the Fresnel rim glow around the silhouette.
  • Rim Light Power - Tightness of the rim falloff. Higher values pull the rim into a thinner edge band.
  • Subsurface Strength - Strength of the subsurface scattering lobe for soft, skin-like light diffusion.
  • Subsurface Distance - Wraps light past the shadow terminator so SSS bleeds gently into the dark side.
  • Subsurface Power - Tightness of the back-scatter highlight when light passes through thin geometry toward the viewer.
  • Anisotropy - Stretches the specular highlight along the tangent (-1 = vertical, +1 = horizontal, 0 = isotropic) for real latex-pull highlights.
  • Anisotropy Rotation - Rotates the anisotropic tangent around the normal, aligning the highlight to the visible stretch rather than the UV unwrap.
  • Transmission Strength - Strength of light bleeding through thin parts (ears, fingers, latex membranes) from behind.
  • Transmission Distance - Beer-Lambert absorption depth; shorter distances tint and darken the transmitted light faster.
  • Transmission Falloff - Angular tightness of the back-light term as the light moves behind the surface.
  • Multi-Scatter Energy Compensation - Filament / Frostbite multi-scatter compensation that adds back energy lost at high roughness, keeping bright metals from going dull.
  • Horizon Specular Occlusion - Fades reflections that surface detail would otherwise leak through the body at glancing angles, keeping reflection probes, Light Volumes and stage lighting from showing through. Full by default; lower toward 0 to relax it.
  • Specular Highlight Clamp - Caps how bright a direct point-light highlight can get, taming the harsh sparkle very glossy latex can throw under bright lights. Effectively off at its default; lower it to clamp harder.

POLISH

Section 7 of 17

The polish master gate, clearcoat, and thin film.

Enable Polish Layer is the master gate for the whole polish lighting layer (clearcoat, thin film, plus the SSS / transmission / anisotropy / rim / multi-scatter terms over in LIGHTING). Off collapses the material to a flat GGX base.

  • Enable Polish Layer - Turns the whole polish stack on or off.
  • Polish Mask (B&W) - Optional grayscale mask scoping the polish layer to painted regions.
  • Polish Mask Channel - Which channel of the mask to read.
  • Clearcoat Strength - Intensity of the dielectric clear coat lobe layered over the base.
  • Clearcoat Smoothness - Smoothness of the coat (1 = mirror-sharp gloss).
  • Specular Anti-Aliasing - Toksvig-style geometric spec AA that roughens the normal from screen-space derivative variance, killing spec sparkle at mid-distance.
  • Clearcoat Flattening - Blends the coat's normal toward the geometric normal so the glossy film reads smooth over rough underlying texture.
  • Clearcoat Tint - Color cast of the coat reflection. White is neutral; colored tints attenuate the under-layer per channel for oil-on-water looks.
  • Clearcoat F0 - Base Fresnel reflectance of the coat. 0.04 reproduces a standard dielectric exactly; higher values brighten the grazing-angle reflection.
  • Thin Film Strength - Strength of the interference rainbow across the coat.
  • Thin Film Thickness - Optical thickness of the thin film, which sets which wavelengths shift and therefore the iridescent hue.

WET EFFECTS

Section 8 of 17

The soaked look, animated run-off rivulets, and clear 3D drips.

Master & Soaked Look

Soaked Look (Just Out of the Pool) - Soaks the masked area: darkens the latex, drives reflections to a near-mirror water film, adds a dielectric Fresnel sheen, and flattens micro-detail. Film Sheen rides on the clearcoat, so keep the Polish layer enabled for the strongest wet highlight.

  • Enable Drip (Water Run-Off) - Master toggle for the wet / run-off layer.
  • Drip Mask (B&W) + Drip Mask Channel - Grayscale mask (and channel) choosing where the surface is wet and where drips form.
  • Wetness (Soaked) - Overall amount of the wet effect.
  • Wet Darkening - How much the soaked area darkens, simulating water absorption.
  • Wet Smoothness - Smoothness of the water film (toward a near-mirror reflection).
  • Wet Film Sheen - Strength of the dielectric Fresnel sheen riding on the clearcoat.
  • Wet Normal Flatten - Flattens micro-detail under the film so the wet area reads slick.

Run-Off Rivulets

Animated vertical streaks of water running off, layered on top of the soak. Set Streak Strength to 0 for a still, evenly-soaked look.

  • Drip Density (Columns) - Number of rivulet columns across the surface.
  • Rivulet Thinness - Width of each streak; higher values produce narrower streaks.
  • Drip Coverage - How much of the masked area the rivulets occupy (shared with the 3D drips).
  • Drip Flow Speed - Vertical scroll speed of the run-off (shared with the 3D drips).
  • Drip Run-Off Streak Strength - Visual intensity of the streaks.
  • Drip Normal Bump - How much each streak perturbs the normal for a raised, refractive bead.

Clear 3D Drips (Geometry, PC only)

Real water droplets emitted by a geometry shader: they swell on downward-facing wet areas, form a neck, pinch off, and fall away as free geometry, tinted to the Clearcoat Tint. PC only - it uses a geometry stage, so it is not present on the SPS shader or Quest.

  • Clear Drip Amount - How many droplets spawn across the wet area.
  • Clear Drip Droplet Scale - Approximate droplet diameter.
  • Clear Drip Glassiness - How clear / refractive the droplet looks versus a milky bead.
  • Clear Drip Fall Length - How far a drop falls before it fades out.

Physics & Collision

Sway adds surface-tension wobble to falling drops. Surface Slide makes an attached drop run down along the body before it detaches. Floor Splat pins drops to the shared world floor (the Goo "Ground / Floor Height") and spreads them into a fading puddle.

  • Droplet Sway / Wobble - Surface-tension wobble and breeze on falling drops.
  • Droplet Surface Slide - How far an attached drop runs along the body before detaching.
  • Droplet Floor Splat - Pins landed drops to the shared world floor and spreads them into a fading puddle.

GOO EFFECTS

Section 9 of 17

Gravity-aligned vertex melt that mimics runny / melting latex, with sway and floor collision.

Runs in the displacement stage and benefits from tessellation on the base shader (more verts = smoother strands); it runs on both shaders. Extreme stretch can be frustum-culled when the body is off-screen unless the mesh bounds (or an Anchor Override) are expanded.

  • Enable Goo (Melting Sag) - Master toggle for the melting-sag system.
  • Goo Mask (B&W) + Goo Mask Channel - Grayscale mask (and channel) scoping where the latex melts.
  • Goo Sag Distance - Master intensity of the melt.
  • Goo Stretch Distance - How far the goo sags, in world units; dramatically extends strand length.
  • Goo Strand Variation - Procedural FBM noise so tendrils range from uniform (0) to wildly uneven (1).
  • Goo Tendril Scale - Spatial scale of the tendril pattern.
  • Goo Flow Speed - How fast the melt animates / flows over time.
  • Goo Underside Bias - Biases melting toward downward-facing surfaces where latex would actually drip.
  • Goo Melt To Ground - Pulls the goo down toward the world ground plane so strands can reach the floor regardless of avatar height.
  • Goo Ground Height (World Y) - The world-space Y of your floor (usually 0), shared by both the goo and the drip floor splat.

Physics & Collision

Sway gives the tendrils a gentle pendulum swing. Surface Follow flows goo along the body instead of sinking through it. Floor Collision clamps the melt to the Ground / Floor Height, and Floor Pooling spreads landed strands sideways into a puddle.

  • Goo Sway Amount - Pendulum swing magnitude of the tendrils.
  • Goo Sway Speed - Rate of the sway.
  • Goo Surface Follow (Body) - How much goo flows along the body instead of through it.
  • Goo Floor Collision - Clamps the melt to the floor height instead of passing through it.
  • Goo Floor Pooling - Spreads landed strands sideways into a puddle.

OUTLINES

Section 10 of 17

A keyword-gated backface-extrusion outline with an AudioLink emission boost.

The outline renders as a backface extrusion along the world normal, ahead of the main forward pass. The off state is the no-keyword default, so a material without outlines compiles at zero added cost.

  • Enable Outline - Turns the backface outline pass on.
  • Outline Color - Solid color of the outline shell.
  • Outline Emission (HDR Glow) - HDR glow color added to the outline for a neon edge.
  • Outline Width - Extrusion thickness along the normal. Auto-scales with eye depth so it stays a constant visual thickness.
  • Max Outline Width (Distance Clamp) - Caps the apparent width at distance so the outline doesn't balloon far from camera.
  • Outline View Fudge (Push Toward Camera) - A small view-space offset to reduce z-fighting between the shell and the surface.
  • Outline Mask + Outline Mask Channel - Optional mask (and channel) restricting the outline to painted regions; set the channel to None for a uniform outline.
  • Outline AL Band - Which AudioLink band drives the outline.
  • Outline AL Emission Boost - How strongly that band pumps the outline emission.

EMISSIONS

Section 11 of 17

Five stacked emission layers and a multi-region colour mask. Every layer's AudioLink controls sit inline with that layer and appear only when AudioLink is enabled.

Emission Exposure & Layer 1

  • Emission Exposure (All Layers) - Extra exposure multiplier over every layer for fine bloom control.
  • Emission Color + Emission Map (RGB tint, A mask) - HDR tint / intensity and the texture defining where layer 1 emits.
  • Layer 1 AudioLink Band / Amplitude / Color Blend - Which AudioLink band drives layer 1, how strongly it pulses, and how much AudioLink's colour replaces the emission colour. Shown only when AudioLink is enabled.

Emission Layers 2-5

  • Enable Secondary Emission Layer (and layers 3, 4, 5) - Each adds a fully independent extra emission layer, off by default.
  • Emission Color 2 + Emission Map 2 + Emission 2 Mask Channel - HDR tint, texture, and mask channel for each layer (layers 3-5 mirror these controls).
  • Layer AudioLink Band / Amplitude - Which AudioLink band reacts on each layer and how strongly it modulates that layer's brightness, so you can route bass to one and treble to another. Shown only when AudioLink is enabled.

Multi-Region Color Mask (RGB Zones)

Each channel acts as an independent zone mask. The zone tint multiplies into the albedo (white = no change), and the emission boost adds zone-colored glow on top, letting you paint hard-edged feature zones without a second material.

  • Enable Multi-Region Color Mask - Turns on the three-zone color mask.
  • Region Mask (R/G/B Zones) - The mask texture whose R, G, and B channels define three independent zones.
  • Red Zone Tint / Red Zone Emission Boost - Albedo tint and added glow for the red zone.
  • Green Zone Tint / Green Zone Emission Boost - Albedo tint and added glow for the green zone.
  • Blue Zone Tint / Blue Zone Emission Boost - Albedo tint and added glow for the blue zone.

MATCAPS

Section 12 of 17

Up to five stacked material-capture layers with a shared projection setting. Each layer has its own Tiling & Movement and Offsets sub-sections, and can be frozen to read as part of the material rather than a sliding reflection.

Global Settings

  • MatCap Projection Bias (0=View, 1=Mesh) - Blends matcap sampling between camera-aligned and mesh-aligned. 0 = pure camera-aligned (sliding / reflective), 1 = pure mesh-UV-aligned (glued to the geometry). Higher values pin the matcap to the surface and reduce the sliding feeling as the camera moves. Applies to every layer; for a per-layer lock, use that layer's Freeze instead.

Matcap 1

  • Enable MatCap 1 Layer - Turns layer 1 on.
  • MatCap 1 Texture - The material-capture sphere texture.
  • MatCap 1 Mask + MatCap 1 Mask Channel - Mask, and which channel, restricting the layer to painted regions.
  • MatCap 1 Tint - Colour tint applied to the matcap.
  • MatCap 1 Rotation - Rotates the matcap sample.
  • MatCap 1 Intensity - Brightness of the layer, now up to 6 for a strong, over-driven glow.
  • MatCap 1 Blend Mode - How the layer combines: Add, Replace, or Multiply.
  • MatCap 1 Lighting Mix - How much scene lighting modulates the layer versus reading it as a pure unlit overlay.

Tiling & Movement (sub-section) - Freeze (Lock to Material) stops the matcap sliding as the camera moves, so it reads as baked-in detail that turns naturally with the avatar (0 = classic reflective matcap). Tiling repeats the matcap around its centre. Scroll / Animate gives continuous motion: Pan X / Y move it over time (Pan Y = up / down), Spin rotates it, Speed scales the animation.

Offsets (sub-section) - Position Offset nudges the matcap statically: Offset X moves it side to side, Offset Y up and down.

Matcap 2

A second matcap layer with the same controls (including its own Tiling & Movement and Offsets sub-sections). Tip: drop a red/blue/black region mask into both Layer 1's and Layer 2's Mask, set Layer 1's channel to R and Layer 2's to B, and each colour zone shows a different matcap.

Matcap 3, 4 & 5

Three more matcap layers, each with the identical control set - texture, mask and channel, tint, rotation, intensity (up to 6), blend mode, lighting mix, plus its own Tiling & Movement (with Freeze) and Offsets sub-sections - for additional stacked zones. All off by default.

LIGHT VOLUMES V3

Section 13 of 17

The full VRC Light Volumes V3 stack.

Alongside baked volumes the material also receives Point Light Volumes - point lights, spot lights (parametric / attenuation-LUT / projected cookie), cubemap-tinted point lights, and quad area lights (the "TV GI" path: an area light driven by a video RenderTexture), plus per-light EVSM shadows. All of it projects into the same L1 spherical-harmonics path and rides the controls below. These lights only appear in worlds running the LV V3 runtime; older or no-LV worlds fall back to deringed light probes.

  • Enable Light Volumes - Runtime gate for the whole Light Volumes path, so VRCFury can toggle it without a recompile. On by default.
  • Light Volumes Intensity - Overall contribution of Light Volumes lighting.
  • Light Volumes Specular Mix - How much Light Volume data feeds the base specular lobe.
  • Light Volumes Clearcoat Specular - How much Light Volume data feeds the clearcoat-specific specular.
  • Clearcoat Specular Tightness - Shrinks the clearcoat's Light Volume specular lobe so a bright point or area light reads as a tight glint instead of a broad wash (0 = soft / wide, 1 = tightest).
  • Specular (Dominant Mode) - Uses the dominant light direction instead of the full L1 reconstruction for cheaper specular.
  • Point Light Volume Specular (Per-Light) - Opt-in: gives each point, spot and area light its own size-aware specular highlight for sharper, more accurate glints on glossy latex, instead of deriving point-light specular from the blended light direction. Off by default.
  • Point Light Volume Shading - How softly point / spot / area lights wrap across the surface normal (higher = softer falloff).
  • Shadow / Volumetric Normal Stability - How geometric the normal is that drives V3's point / spot / area-light shading and their baked (EVSM) shadows. At 1 (default) a stable geometric normal is used, so parallax, detail normals, wetness, and drips no longer smear the new shadowcasting and volumetrics; lower it to let surface bump feed back into the point-light shadow mask.
  • Normal Bias - Offsets the sample point along the normal to fix light bleed at sharp edges.
  • Position Offset - Manual world-space sample offset for thin or sleeve geometry that samples the wrong cell.
  • Additive-Only Mode - Adds Light Volume light on top of Unity's probe baseline instead of replacing it.
  • Use Deringed Probes (Bakery L1, opt-in) - Opt-in Bakery L1 deringed-probe fallback for worlds without Light Volumes.

LTCGI V2

Section 14 of 17

LTCGI area lighting, with per-lobe mode and color tints.

When a world bakes its LTCGI into the Light Volumes atlas, the material's direct LTCGI sampling is skipped automatically so the surface is not lit twice. In every other world the controls below apply directly.

  • Enable LTCGI - Runtime gate for the LTCGI path, on by default; VRCFury can flip it without a recompile.
  • LTCGI Intensity - Master contribution of LTCGI area lighting.
  • LTCGI Specular Mix - Area-light specular contribution, dialed independently.
  • LTCGI Diffuse Mix - Area-light diffuse contribution, dialed independently.
  • LTCGI Mode - Which lobes the area lights feed: Both, Diffuse Only, or Specular Only.
  • LTCGI Diffuse Color - Tints the LTCGI diffuse contribution.
  • LTCGI Specular Color - Tints the LTCGI specular contribution.

TECHNICALLYSANE V3

Section 15 of 17

Tints the material to a TechnicallySane lighting rig's live show colour, on avatars, with no scene reference.

Prefers the modern TSLCE control texture and falls back to the older GlobalRGB broadcast automatically - you do not pick, the shader detects which is present. It reads only the TSLCE texture under TechnicallySane's TSLCE Render Texture Access License, is runtime-gated for VRCFury, and is completely inert and free in worlds with no TechnicallySane engine. Present on both the base and SPS shaders.

  • Enable TechnicallySane Lighting - Runtime gate for the whole path, off by default; VRCFury can flip it.
  • TS Tint Strength - How strongly the live show colour washes over the material.
  • TS Color Saturation - Desaturates the show colour toward luma, so it adds warmth without repainting your design.
  • TS Albedo Mix - 0 = flat emissive glow, 1 = albedo-tinted light bounce.

STAGE LIGHTING & VRSL

Section 17 of 17

VRSL DMX routing, geo-warping, color hijack, and the additive GI stage wash.

VRSL Stage Hijack links this material directly to world-space DMX buffers. When stage light is detected it overrides the native AudioLink color arrays and physically warps tessellated vertex positions to match stage configurations in real time, mimicking a Moving Head fixture. It contributes nothing in worlds with no DMX node.

  • Enable VRSL DMX Link - Master toggle that connects the material to the world's VRSL DMX buffers.
  • DMX Base Channel (Sector start) - Which fixture sector / base channel this material reads from the DMX universe.
  • VRSL Override Strength - How strongly the stage data takes over the surface (0 = no override, up = full hijack).
  • Pan/Tilt Geo-Warping - How far the tessellated mesh physically warps to follow the fixture's DMX Pan/Tilt values.
  • VRSL Color Hijack - Lerps the AudioLink color toward live DMX RGB so the stage can wash the palette without disabling FFT-driven color movement.

GI Wash Overrides

Separate from the hijack above: instead of overriding emission, the GI wash spills the DMX fixtures' colour onto the material as real additive light (the stage lighting you up). It reads the same DMX channels as the Color Hijack.

  • VRSL GI Wash Intensity - Master strength of the additive stage wash. Above 0 enables it.
  • VRSL GI Specular Mix - Fresnel-weighted specular highlight from the wash.
  • VRSL GI Color Saturation - Desaturates the wash toward luma so it tints the surface rather than repainting your design.