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INCLUDES

  • 6 different emitters
  • Customizable
  • Guided installer for avatars

FAQ

  • Can this be used/viewed on Quest avatars?

No, the custom shaders and transparency break Quest compatibility.

  • Can I add multiple emitters to my avatar? Can they be triggered separately?

As of v1.3, you can! Emitters have been put into Emitter Groups that can be enabled independently, and each group can attach to multiple bones for firing off at the same time.

  • Do the particles collide with avatars?

Unfortunately no. The particle systems use "Collision Quality: Medium", which only hits static colliders, and (as far as I know) VRChat creates a dynamic collider for your own avatar and no colliders for anyone else, so it has no way of knowing if it hit something. An update's in the works to use projected textures which will splat onto anything in the line of fire.

  • I can't see the particles in the Unity editor

Make sure Scene Lights are enabled in the editor and that the "Depth Provider" object is active


  • Can I change the color of the liquids?

Yes, but it's a little tricky. The "Processor" material controls the color/transparency of each different liquid, but the stencil layers that different liquids use are shared between users in the same world i.e. if you make one of your liquids pink, everyone else using the same liquid in your world will have theirs turn pink, too. To use a different color, duplicate one of the material folders ("Clear (70)" or "White (69)"), and change the "Stencil Layer" in each of the new materials to a different value (anything between 2 and 255 should work fine), then put the new materials into your particle emitters. There's a "ThiccWaterTesting.unity" scene included to help with this. (I'll add a feature for this into the installer in the future)

  • Can I put this onto avatars I make as commissions or plan to sell?

Technically, buying the Thicc Water package is a single-user, transferable license, so if you wanna buy one to put onto someone else's avatar (e.g. you're making an avatar as a commission or for a friend), that's fine. But please don't include the package in avatars that you're selling multiple copies of (e.g. putting an avatar base up on gumroad) or making public.

  • Can I use this for other VR games? Or other Unity games?

Sure! The only VRChat-specific stuff in the package is in the menus & installer. All of the particle effects use the Unity particle system and ShaderLab/HLSL, so it should be pretty seamless copying it into another project.


Send comments/problems/suggestions/whatever to pleasurearcade(at)gmail(dot)com

StatusReleased
CategoryAssets
AuthorPleasureArcade
Made withUnity
TagsAdult, Unity, VRChat
Average sessionA few seconds

Purchase

Get this asset and 1 more for $25.00 USD
View bundle
Buy Now$15.00 USD or more

In order to download this asset you must purchase it at or above the minimum price of $15 USD. You will get access to the following files:

PleasureArcade-ThiccWaterv1.4.unitypackage 40 MB
PleasureArcade-ThiccWaterv1.4-VRCFPatch.unitypackage 235 kB
PleasureArcade-ThiccWaterv1.3.unitypackage (deprecated) 36 MB

Development log

Comments

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Is it possible to get these shaders to work in mirrors at all? Otherwise love the system!

(+1)

In normal mirrors, it can work (although the interference between the real particles and the reflected ones looks weird), but in cutout/transparent mirrors, it tends to turn large spots in the mirror solid black. I've been in groups where multiple people have Thicc Water turned on at once, and it can really ruin peoples' experiences, so I forced it off.

If you really need it to show in a mirror, there's only one line in the shader that disables it. Open up Assets/PleasureArcade/ProcessorShader.shader, around line 92 and delete this line:

clip(IsMirrorClone() ? -1 : 1);

then it'll show in mirrors.

I could add a checkbox for this in the next update, but I'm hesitant to do that without a way for others to turn it off. Maybe have it only show in the mirror for the person wearing it? Not sure.

I was wondering what the reason was, thank you for the explanation. <3