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Shader Options ๐Ÿฅบ

Per-material settings that impact every effect.

Shader Qualityโ€‹

Shader Quality controls how much rendering power June should put into various effects. Naturally, the more power you throw at it, the better it will look. Where the trade-off stops being worth it and where diminishing returns begin are up to you.

  • Zoomies: Super-duper low quality, the bare minimum. Will be noticably lower quality but also much faster.
  • Normal: An average quality, fine if you want good performance and don't need anything over-the-top.
  • Pretty: A good balance between quality and speed, but a slightly heavier emphasis on quality.
  • Dazzling: Maximum quality! Super-duper pretty, but also probably pretty intense. It's still performant enough for a lot of use cases, but still do testing to make sure because it will be noticably more demanding on your hardware.

Shader Targetโ€‹

Shader Target allows for you to specify what kind of project June is being used in. If exporting for a game, set the target to Game Content. If making a new game or only working within the Unity Editor, select Unity Editor. Currently VRChat and Beatsaber have specific outputs with changes in June relative to the game.

Shader Passthroughโ€‹

This specifies what medium June is using. Specifically, you can either pass June through a mess (ex. a cube) or a particle system. If you want to set up June to output through a particle, please see Examples -> Particle.

Shader Colourspaceโ€‹

Choose whether June is being used in a Gamma or Linear colourspace. If you're creating for VRChat - just leave it as Linear. June is developed in a linear colourspace and has conversions in place for gamma colourspaces, so it may look slightly different between the two!