RED_SIM

@sim.red

Game developer, technical artist, engineer, VR/AR enthusiast, dreamer. I also make shaders for VRChat creators.

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.

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.

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:

Updated "2000s Classroom" to VRC Light Volumes 3.0 by @sim.red with advanced features: Animated Cookies, EVSM Shadows and Froxel Based Volumetric Fog (not included in VRCLV). That means: almost "real-time" and "physically correct" light and shadows. Must be enabled in the world menu #VRChat

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...

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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...

Vard@vard.cc · 2mo ago

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/

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.

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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.

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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.

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...

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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

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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.

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.