
RED_SIM
@RED_SIM • 5,755 subscribers
I made VRC Light Volumes, I guess? https://t.co/fNX0P8aFPA https://t.co/SDkyXpo7uE
Videos

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_SIM106,827 просмотров • 9 дней назад

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.
RED_SIM61,585 просмотров • 1 месяц назад

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)
RED_SIM136,832 просмотров • 3 месяцев назад

Light Volumes v.2.0.0 released! Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time) Ability to project images and cubemaps. Also baked shadow masks and even more features! #VRChat #Gamedev #Unity #Shader #VR
RED_SIM126,642 просмотров • 1 год назад

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:
RED_SIM21,946 просмотров • 1 месяц назад

アバターやワールド向けのGame Boy Advance風プロップ!パララックスで内部を表現し、光をぼかし・屈折、VRCLV&Unityライティング対応、FPSグラフ表示やGIF再生も可能!Boothで公開中:
RED_SIM98,801 просмотров • 1 год назад

Still working on VRC Light Volumes v.3.0 Here are some realtime shadows with volumetric fog... (Extremely expensive but cool)
RED_SIM27,942 просмотров • 2 месяцев назад

Here's something I promised to show you… GPU grass that is actually fast and usable! It can be dynamically scattered over any mesh in your scene, can be bent by people's avatars or props, and it even works on Quest and mobile just fine. Still WIP, but you can check this world:
RED_SIM47,961 просмотров • 7 месяцев назад

Today I improved GPU Grass with a feature I call "batched instancing". It builds a grass batch at runtime and instances it. No world size increase, less GPU memory usage, runtime grass amount control, and better perf. 144 FPS with 11.2M grass triangles visible to the horizon!
RED_SIM45,099 просмотров • 7 месяцев назад

I made a Light Volumes debugging tool that can be integrated into avatars!
RED_SIM20,036 просмотров • 1 год назад