
RED_SIM
@RED_SIM • 5,366 subscribers
I made VRC Light Volumes, I guess? https://t.co/fNX0P8aFPA https://t.co/SDkyXpo7uE
Videos

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_SIM122,029 次观看 • 10 个月前

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_SIM47,746 次观看 • 4 个月前

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_SIM44,974 次观看 • 4 个月前

Point Light Volumes prototype! They can be both Point and Spot Lights, can be calculated mathematically or use a special LUT texture that controls the cone falloff and attenuation! Up to 128 lights per scene. Works up to 3- 4 times faster than regular Light Volumes. Can also be controlled with AudioLink individually!
RED_SIM17,300 次观看 • 1 年前

Something-something Point Light Volumes? Not sure if I will integrate it, but I just don't like people using baked volumes as fake point lights and spot lights. Integration for shader makers would just require to update my .cginc file I provide. For people - to update the shader and reupload their avatars again. Not sure if it's worth it, but we'll see...
RED_SIM14,224 次观看 • 1 年前