Testing VRC Light Volumes 3.0.0 in some real conditions. Here's an example of a world fully lit up with VRCLV 3. No baked lightmaps here at all, only semi-realtime lights that are baked in game. Every light can be controlled separately in runtime. 70+ active light sources here.
RED_SIM
@sim.red
Game developer, technical artist, engineer, VR/AR enthusiast, dreamer. I also make shaders for VRChat creators.
Today, my absolute favorite visual novel, got a remake - Steins;Gate RE:BOOT! So, to immerse myself even deeper in the novel, I made an app that fully syncs my IRL DIY Divergence Meter with the in-game one! #シュタゲ #シュタゲリブート #SteinsGate #SteinsGateReboot
A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
I really enjoy working on this project, and it's awesome to see people actually using it. I also want to be a bit more open about where the project is going, so I put together a small list of what I'm planning to work on next: www.patreon.com/vard/posts/f... #VRChat
Starlight Projector is out now! An interactive projection sphere powered by VRCLV 3.0 that projects beautiful animated effects onto your world and avatars. Every purchase supports VRC Light Volumes development. 30% off this week! Links to Booth, Jinxxy, Gumroad and Pateron below:
VRC Light Volumes v.3.0.0 is now ready for a public BETA test! It's a beta test that is mostly for creators: I want you to check if it works in your worlds an if you have problems integrating it in your shaders. (Enable Pre-Releases in your VCC to get it) github.com/REDSIM/VRCLi...
2.0 is here! Featuring experimental screen sharing, along with many fixes and stability improvements. Unfortunately, screen sharing is currently available only for self-hosted servers because it's too expensive for me to support it on the public one. I also...
Made a browser-based low-latency audio streamer for #VRChat because apparently I enjoy deleting tiny annoyances from existence. No app install. Pick a tab or mic, copy link into a video player, done. also open source btw Link: vard.cc/vrcstreamer/
This is incredibly useful! It's crazy that you made such a service for free.
Made a browser-based low-latency audio streamer for #VRChat because apparently I enjoy deleting tiny annoyances from existence. No app install. Pick a tab or mic, copy link into a video player, done. also open source btw Link: vard.cc/vrcstreamer/
Using @sim.red VRC LV 3.0 dev 2 with @pimaker.at LTCGI 1.7.1 for avatar lighting support, looks perfect. Also shout out to @frostyx.bsky.social for posting about the force scene lighting tech
I made physically correct speculars for VRC Light Volumes v.3.0.0. Now we'll have them separate per each light, so no specular-leaking artefacts anymore! Also now speculars use light source size to look much more physically correct.
I've finally released LTCGI 1.7.0, integrating @sim.red 's VRC Light Volumes! I have also decided to record video patchnotes: www.youtube.com/watch?v=ylRA.... I'm not @strasz.bsky.social , but it's fun to try. Download and docs on ltcgi.dev as usual.
LTCGI 1.7.0 Patchnote Video
YouTube video by pi
youtube.com
VRC Light Volumes v.3.0.0 will support Area Light realtime texture emission, almost like LTCGI. Less physically accurate, but very performant!
I watched "The Amazing Digital Circus: The Last Act" today. No context, so it's not a spoiler, but I made something related on VRC Light Volumes v.3.0. I can already imagine how great it will fit VRC chill worlds...
Still working on VRC Light Volumes v.3.0 Here are some realtime shadows with volumetric fog... (Extremely expensive but cool)
I really love new VRC Light Volumes shadows! But I have to tell you that realtime feature is very expensive, more expensive than Unity's default shadows. So such shadows should mostly be used in baked-realtime mode, when players can only receive shadows, but not cast.
@sim.red refactored the LightVolumes.cginc and now the compile time increase is mostly gone compared to current v2.1.3
I got around to testing compile times of the new light volumes. +58% shader compile times on my avatar... build 1,2 are just lv2. 3,4 are with poi on lv2 and my shaders on lv3 and 5,6 is also poi materials on lv3.
New prototype of VRC Light Volumes real-time shadows! It uses EVSM сontact-hardening soft shadows. Performance seems good on PC, but I will do more tests. Finally something that looks better than what you can achieve in Unity by default!
Realtime shadows in new VRC Light Volumes. Probably not what you actually want to have usually... But can be very useful if you want to rebake your shadows in runtime! It can be triggered just once and then you can go fully baked with no overhead.
Took a quick video of the minecraft block renderer of my pool. youtu.be/edDpyBy3zzo
Minecraft blocks as the pool
YouTube video by d4rkpl4y3r
youtu.be
Another thing that is going to be released with next version of VRC Light Volumes, is an in-game debugger tool! You'll be able to preview every volume, voxel, and point light. Works in any world that supports VRC Light Volumes.
I'm working on a new major VRC Light Volumes update! - Baked realtime shadows (very performant) - Animated cookies and cubemaps - Optimized area lights - No more legacy code - Almost full back compatibility with older light volumes shaders (excluding new shadows)
Do you remember the caps game from the 2000s? I thought it'd be cool to recreate it in VRChat as a game world where you can collect them. What rules did you use? (I know they varied by country)
Light Volumes v.3.0.0 release! - Realtime lighting, speculars and reflections support - Fully path-traced global illumination (Quest compatible) - Spherical gaussians support - Even more performant! Full feature list here on github: github.com/REDSIM/VRCLi...
Finally, finished my Divergence Meter casing! Will also need to make a proper firmware for it with ability to control it over Bluetooth/Wi-Fi
I think I have enough improvement ideas to make VRC Light Volumes 3.0. But more features means more if's and for's, which increases shader compilation time dramatically. Would be really nice to have global keywords specifically for Light Volumes, which would solve this issue.
GPU Infinite Grass v.1.2.0 released! - Surface Normal support (better shading) - Correct light attenuation (was broken before) - Unity Fog support - Editor GUI improved - Other fixes Already available on Booth and Patreon: redsim.booth.pm/items/7997362 patreon.com/posts/150937...
A very rough proof of concept of Baked Directional AO for VRC Light Volumes. I'm not sure if I want to integrate it into light volumes for real, but it could be a VERY performant solution to make super cheap realtime contact shadows.