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Poiyomi Pro 10.0.0 Changelog

· 2 min read
Poiyomi
Creator, Shader Developer

This is the first release of 10.0.0 and is subject to change. You can download it now from pro.poiyomi.com by logging in via your Patreon account.

New Features

  • Added a second normal map section because the details and detail normal section confused people.

Fixes & Improvements

  • Packed map textures in the shader properly reset all the sub textures now
  • There is more room horizontally in the UI now so there should be less getting cutoff when the inspector is thin
  • Improved UV Tile Discard labeling by showing the UDIM Coordinates that they target
  • The poiyomi right click menu has been simplified when right clicking a an object in the scene hierarchy
  • Open in cross shader editor has been added to the poiyomi scene object right click menu

Inspector Changes

  • The shader inspector no longer uses [HideInInspector] to hide things that could be animated by VRCFury
  • A lot of white space has been removed from the UI making things generally more compact
  • The cross shader editor inspector no longer looks broken

Glitter

  • Glitter now optionally allows shapes to overlap https://fixupx.com/poiyomi/status/2004759009891611074
  • Square Glitter shape has proper antialiasing
  • Square Glitter shape now allows for random rotations
  • Fixed a bug with square shape rotations randomly jittering
  • Added Random Offset to hue shift for glitter
  • Added Sprite sheet support https://fixupx.com/poiyomi/status/2005105388644106463
  • Added pixel mode support under the shape texture dropdown
  • Big time improved the linear emission type glitter
  • There is now an approximate translation from lil to poiyomi glitter

Flipbooks (Gifs)

https://x.com/poiyomi/status/2007726827541058038

  • Gifs now automatically set FPS.
  • Gifs can now use the raycast positioning tools.
  • Automatic aspect ratio can be enabled.
  • Gif to flipbook creation now works on more than just Windows.

Outlines

  • RGBA masking and decals now color the outlines when maintex blend is enabled

SSAO

  • Intensity of 1 is now stronger and actually a good starting point
  • It should appear more similar between vr, camera and desktop
  • There's now an option to remove ao on super steep normals
  • Should be resolution and fov independent
  • I'm currently trying to solve the issues it has in the mirror

Depth Rim Lighting

  • This has basically been rewritten at this point.
  • It works in mirrors now

Grabpass

  • It should appear more similar between vr, camera and desktop
  • should be resolution and fov independent now.