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Settings

The Settings window can be opened via the Gear icon in the top left corner of a material inspector. Or using the menu item of the top bar Thry -> Shader UI -> Settings.

ThryEditor Settings

Thumbnail

The Thumbnail changes from time to time. If clicked on, it may link to a post on Thryrallo's Social Media for additional context. The context of the Thumbnail has nothing to do with ThryEditor whatsoever.

Language

  • Setting: Dropdown, Options: English/German/Japanese/Spanish/Pirate/UwU/Binary/Chinese

Changes the language of the UI. If a shader supports localization, it's language will be changed too.

The languages are loaded from thry_editor_locale.csv. If you would like to contribute, you can edit the file and create a pull request on GitHub.

Shader UI Design

Default Texture Display

  • Setting: Dropdown, Options: Small/Big
    • Default: Small

Changes the size of Texture Slots in the Material UI.

Show Render Queue

  • Setting: Boolean
    • Default: On

Shows the Render Queue field on the bottom of the Material UI. This boolean checkbox gives you the option to hide it if you wish.

Show Colorspace Warnings

  • Setting: Boolean
    • Default: On

Shows in-field warnings on specified Textures in various Texture Slots that aren't following the recommended Linear or sRGB setting for that specific Texture Slot.

Show which values are not default

  • Setting: Boolean
    • Default: On

Shows an asterisk (*) on any property that has deviated away from it's default value. Useful for seeing which values are not at it's default, and can assist with debugging.

Shader UI Features

Automatically mark animated properties

  • Setting: Boolean
    • Default: On

Enabled by default, ThryEditor will attempt to automatically mark properties as Animated (A) when you interact with the properties while Recording.

Allow custom renaming for locking

  • Setting: Boolean
    • Default: Off

Allows a custom suffix to be used on properties that are marked Renamed Animated (RA), overriding the default naming as outlined here.

Gradient Save File Names

  • Setting: Text Field
    • Default: gradient_<hash>.png

Defines the naming scheme to use when auto-saving generated Gradients used in the Material UI.

Avatar Fixes

Auto Set Anchor Overrides (Bad Lighting Fix)

  • Setting: Boolean
    • Default: On

If enabled, will automatically fill empty Anchor Overrides of Skinned Mesh Renderers on Avatar upload.

Explanation of the Anchor Override

Skinned Mesh Renderers have one position where they sample the light from. This is called the Anchor.

By default the Anchor is the root of the GameObject. This can cause the lighting of different parts of the model to look different even if they use the same settings, because they sample the light from different positions.

To prevent this, you can set the Anchor Override on all skinned mesh renderers to the same position. A recommended position is the center of the model, e.g. the Spine or Chest bone.

Enabling the Auto Set Anchor Override will allow ThryEditor to automatically configure this for you when you Upload your Avatar.

First-Time Upload Dialogue

When you begin to initiate an Upload for the first time, you will be greeted with a one-time message asking you to enable this feature.

We highly recommend you click Yes (Recommended) if this message shows up.

ThryEditor Bad Lighting Auto-Fix Dialogue

Human Bone Anchor

  • Setting: Dropdown, Options: Humanoid Bones
    • Default: Spine

The Bone to use as the Anchor Override if the GameObject Anchor Name doesn't exist. Only works if the model is Humanoid (which is usually the case).

Object Anchor Name

  • Setting: Text Field
    • Default: AutoAnchorObject

The name of which Anchor Override that ThryEditor should use. If there's no matching GameObject of the defined name, it will use the Humanoid Bone specified above.

Textures Compression

Texture Packer Compression | Textures With Alpha

  • Setting: Dropdown, Options: Automatic/Compression Spec
    • Default: Automatic

Configures the compression algorithm to use on the generated Texture used in the Texture Packer using Alpha.

Texture Packer Compression | Textures Without Alpha

  • Setting: Dropdown, Options: Automatic/Compression Spec
    • Default: Automatic

Configures the compression algorithm to use on the generated Texture used in the Texture Packer without using Alpha.

Gradient Editor Compression

  • Setting: Dropdown, Options: Automatic/Compression Spec
    • Default: Automatic

Configures the compression algorithm to use on generated Gradients in the Material UI.

Inline Texture Packer

Enable Crunch Compression

  • Setting: Boolean
    • Default: Off

Enables Crunch Compression on generated packed Textures in the Material UI. Disabled by default.

Save Location

  • Setting: Dropdown, Options: Material/Texture/Prompt/Custom
    • Default: Material

Defines the save location of merged textures generated from the Inline Texture Packer in the Material UI.

Technical Settings

Force Async Compilation In Preview

  • Setting: Boolean
    • Default: On

Speeds up compilation time and doesn't block UI during compilation. Requires Restart of Unity if changing this setting.

Save after lock/unlock

  • Setting: Boolean
    • Default: On

Prevents cyan thumbnails when using Async Compilation.

Fix Keywords When Locking

  • Setting: Boolean
    • Default: On

Automatically fixes certain locking errors relating to keywords being missing. This should remain enabled at all times.

Developer Settings

The settings below is only intended for Thryrallo. Use these settings at your own risk.

Show Manual Reload Button

  • Setting: Boolean

Shows a button that forces the Material UI to reload on command.

Developer Mode

  • Setting: Boolean

Enables Developer Mode, exposing additional (and possibly risky settings) that should only be used for debugging purposes.

VRChat Asset Installer

Optional asset that allows you to easily find and install assets for VRChat into you Project. It has various community prefabs and tools available for one-click installations. It is not an alternative to VCC, but an addition as it uses Unity Packages and UPM instead of VPM.