Enigma Launchpad OS Documentation

Complete documentation for Enigma Launchpad OS - A unified interface for toggling objects, materials, shaders, and more in VRChat worlds


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Setting up Screen Shaders

Screen shaders are visual effects applied to cameras or screen spaces in VRChat worlds. Enigma Launchpad OS includes a streamlined workflow for launching and managing screen shaders without manual scene setup.

What are Screen Shaders?

Screen shaders are post-processing effects that modify the rendered image, including:

Supported Shader Systems

Enigma Launchpad OS has built-in support for:

Mochie Screen FX

June Shaders

Custom Shaders via Shaders Folder

Setting up Shaders Folder

The Shaders Folder type enables you to launch screen shaders with minimal setup:

Basic Setup

  1. Create a Shaders Folder:
    • In the Launchpad custom editor, add a new folder
    • Set Folder Type to “Shaders Folder”
  2. Configure Renderer Target:
    • Make a cube gameobject and size it around the area you want the shaders to be visible in
    • Remove the mesh collider from this object, and place it under a parent called “Shaders” (or whatever name you prefer).
    • Assign this cube to the “Target Renderer” slot in the Shaders Folder.
    • The system duplicates this renderer as a template, duplicating for each shader toggle, and sets the template to Editor Only.
    • The duplicates appear at the same level as the template. Link your user-facing local toggle to the Shaders folder to allow users to individually turn off shaders. You will want to do this for photosensitivity or user preference if using intense shaders.

Folder Navigation (3) Folder Navigation (2)

  1. Add Shader Materials:
    • Drag shader materials into the folder’s material list
    • Each material becomes a toggle button
    • Materials should have your desired screen shader applied

    Folder Navigation (4)

  2. Set Display Names:
    • Name each toggle for the in-game display
    • Keep names concise (e.g., “Kaleidoscope”, “RGB Shift”, “Blur”)

Advanced Options

Setting up Mochie Folder

For Mochie Screen FX integration:

Prerequisites

Configuration Steps

  1. Create a Mochie Folder:
    • Set Folder Type to “Mochie Folder”
  2. Assign Target Renderer:
    • Make a cube gameobject and size it around the area you want the shaders to be visible in.
    • Remove the collider from this object, and place it under a parent called “Shaders” (or whatever name you prefer).
    • Assign this cube to the “Target Renderer” slot in the Shaders Folder. Do not use the same target renderer as a June Folder or Shaders Folder. Each should be on their own renderer.

    image image

  3. Configure Presets:
    • The folder provides six pages of preset controls
    • Customize default values for each effect in the editor
    • Provide as many outline colors as you’d like. You can cycle through them to choose which one you want.
    • Provide up to three images to use for scan and overlay effects. These will show on page 5 of the layout. You can preview the Mochie layout in the Preview foldout.

    image

  4. Using The Mochie Folder:
    • Some controls have +/- buttons that adjust the property in steps. Clicking the middle button resets the property back to default. The middle button will light up green when positive or red when negative, and will be the inactive color when default.
    • On the first page, the color selector works by clicking the “Next Color” button which changes the “Set Color” to the “Next Color”. Once the “Set Color” matches the desired color, click the “Set Color” button to change the “Current Color” to the “Set Color”. To reiterate, the left button is the applied color, the right button cycles the colors on the selector, and the middle button applies the chosen color.

    image

    • The audiolink page lets you choose audiolink strengths for the different effects. These all start at full strength, with the sxception of Fog. When in doubt, hit reset.

    image

See Mochie Folder for complete details.

Setting up June Folder

For June Shaders integration:

Prerequisites

Configuration Steps

  1. Create a June Folder:
    • Set Folder Type to “June Folder”
    • Make sure you have the June Depth Light prefab in your scene.
  2. Assign Target Renderer:
    • Make a cube gameobject and size it around the area you want the shaders to be visible in
    • Remove the collider from this object, and place it under a parent called “Shaders” (or whatever name you prefer).
    • Assign this cube to the “Target Renderer” slot in the Shaders Folder. Do not use the same target renderer as a Mochie Folder or Shaders Folder. Each should be on their own renderer.
  3. Select Modules:
    • Choose which June modules to expose as toggles
    • Each module gets its own button
    • The first time you use June Folder, you will need to click “Generate Mapping” to scan the shader files and build the module UI.

    image

  4. Configure Properties:
    • All module properties are exposed in the editor
    • Set default values, ranges, and behaviors
    • Configure per-module or folder-wide exclusivity
    • After clicking Generate Mapping, set the values for the desired effect for that toggle. image
    • If you need to change the render queue from the default (3998), search for “June Paid” material in your project or click it under “Internal References”. You will need to make a new branch with the desired render queue and make sure the material is set to that branch (it should do so automatically after creation).
  5. Shader Locking:
    • The system handles shader locking automatically
    • Prevents conflicts between modules
    • After setting the values for every destired toggle, lock the June Folder Material by clicking the Lock button at the button of the Folder. This will disable editing, so unlock if you need to make changes. If you forget to lock the folder, the editor will do so for you upon build. image

See June Folder for complete details.

Notes

Some shaders/skyboxes may not look right in the editor, always test shaders in play mode or using Build & Test.

Shaders Not Appearing

Multiple Shaders Active

Next Steps

After setting up screen shaders:


Navigation: ← Prefab Setup Fader System →
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