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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

129,321 просмотров • 1 год назад •via X (Twitter)

Комментарии: 39

Фото профиля RED_SIM
RED_SIM1 год назад

Light Volumes became my non-paid full time job recently, so you'd really help me if you support me on Patreon: There you can also get a lot of other VRChat and other Unity assets I worked on, so check it out! Thank you for using Light Volumes and supporting me!

Фото профиля TFMJonny 🐺 Stinky Wolf Vtuber
TFMJonny 🐺 Stinky Wolf Vtuber1 год назад

This year's horror Halloween maps are gonna be terrifying. Can't wait to see what ppl do with this.

Фото профиля asylum_vr
asylum_vr1 год назад

you've been grinding! awesome work. How does backwards capability look? i.e A world baked with 1.0 LV still work on avatar shaders updated for 2.0?

Фото профиля RED_SIM
RED_SIM1 год назад

Full back compatibility excluding the newer features!

Фото профиля asylum_vr
asylum_vr1 год назад

Fantastic!! <3 TY!

Фото профиля Kathy Rayna 🦝🥽
Kathy Rayna 🦝🥽1 год назад

I cannot stop showcasing how important and flatout amazing your work on this is! I completely decided to scrap half the work I was doing in a world and completely reimplement and redo lighting using your Light Volumes... and my god... it changed everything. I wholeheartedly thank you very much for your fantastic work on VRCLightVolumes!

Фото профиля Derek Traver
Derek Traver1 год назад

Can you put light volumes in a prefab like bakery volumes? Also can they be rotated? My game is proc gen with room prefabs and my current workflow is each room prefab has a rotatable bakery volume in it, using bakery lightmapped prefabs

Фото профиля RED_SIM
RED_SIM1 год назад

Yes! You can both prefab and rotate them in all axises.

Фото профиля Derek Traver
Derek Traver1 год назад

One more thing... how do you do the volumetric light stuff on the train you show? is that frostbone's bake volumetrics? if so how do you get it to work with light volumes?

Фото профиля RED_SIM
RED_SIM1 год назад

It's a special fork of Baked Volumetrics:

Фото профиля Derek Traver
Derek Traver1 год назад

one more question: can I use the speculars in the light volume on my static, lightmapped geometry, instead of bakery baked SH (so i'd basically bake with no directionality in bakery)? Bakery lightmapped SH cannot be rotated

Фото профиля RED_SIM
RED_SIM1 год назад

You can if your shader supports it

Фото профиля TONTONDEMON
TONTONDEMON1 год назад

Unbelievable bravo for your work

Фото профиля かいざー
かいざー1 год назад

Thank you very much for the update work! I'm a World Creator — is there anything I need to do when updating from version 1.x to 2.0.0? Or can I simply proceed with the update without any additional steps?

Фото профиля RED_SIM
RED_SIM1 год назад

You should simply update the package through VCC and that's it. Should be no migration problems.

Фото профиля Vaii ≽^·⩊·^≼
Vaii ≽^·⩊·^≼1 год назад

Will liltoon be supporting v.2?

Фото профиля RED_SIM
RED_SIM1 год назад

I hope so! I think @lil_xyzw should integrate it soon o:

Фото профиля Sournetic / The Sour Knights
Sournetic / The Sour Knights1 год назад

GUHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! love

Фото профиля Robbie Campos
Robbie Campos1 год назад

Awesome! Can't wait to explore some new worlds. It's crazy how this has changed where I hang out, if the world doesn't support these then it's a hard pass. Kudos on the new release.

Фото профиля Salena Moon
Salena Moon1 год назад

Congrats on the release!

Фото профиля shohei
shohei1 год назад

you're doing God's work. i hope you get more financial support for this!!!!!!!!!!!!!!!!!

Фото профиля lufz
lufz1 год назад

Can you please add our projector asset as an optional prefab for users to drop in world to light all avatars? I was at The Tower last night which used Light Volumes and counted only 4 of 80 avatars had light hitting their avatars which reduces the visual immersion when 95% of the instance does not appear lit.

Фото профиля Luis
Luis1 год назад

This looks so freaking awesome!

Фото профиля Fatalution
Fatalution1 год назад

Holy shit

Фото профиля chausie
chausie1 год назад

seriously impressive!!!

Фото профиля Lars Sørensen
Lars Sørensen1 год назад

You should clamp LV intensity to [0;+∞), as negative values lead to various artefacts appearing in most SH handlers (attached are: linear, non-linear, zonal, zono-axial). Even linear handler struggles with it. Adding instructions to combat this at runtime is bad practice.

Фото профиля RED_SIM
RED_SIM1 год назад

I actually left the possibility to use negative intensity just for fun, I don't know if it's a serious problem, because why should you even set it to negative if not for fun?

Фото профиля Lars Sørensen
Lars Sørensen1 год назад

My main concern is that voxels themselves can contain negatives. I actually encountered this exact issue a few days ago in RootGentle's Japan Shrine, seemingly at volume terminators, in the bottom-right corner of the courtyard. It's fixed in its current version, though. 1/?

Фото профиля Lars Sørensen
Lars Sørensen1 год назад

Composite luminance of normal light can't fall below 0, that's just how light behaves. Though unity fails to sanity-check this themselves when gathering bounces as seen here: There are actual use cases for negative values, but only as hacky solutions. 2/?

Фото профиля Lars Sørensen
Lars Sørensen1 год назад

The most common use case for negative light is creating quick shadow/faux-AO zones, kind of like using decals/projectors. Off the top of my head the most recent example is Warframe, especially in Entrati labs tiles. This is mostly relevant when G-buffers are involved, though. 3/?

Фото профиля Lars Sørensen
Lars Sørensen1 год назад

Practically every SH solver is made with the assumption of valid [0;+∞) luminance range, and in the case of ZH hallucinators we even scale by L0 coeff at one point. Sans div-by-zero, negative divisor throws that out the window. Can't really abs() the divisor either. 4/?

Фото профиля Lars Sørensen
Lars Sørensen1 год назад

Wrapping this up: to handle light in a sane way, avoid user error by clipping intensity value, and add a post-gather (or marching) negatives check, otherwise math can break, as we can only assume that SH data is used as intended. 5/5

Фото профиля el venezolano XD
el venezolano XD1 год назад

do I need to update poyomi?

Фото профиля Kuiper Cunningham
Kuiper Cunningham1 год назад

Can we have a list of worlds that was showcased :3

Фото профиля RED_SIM
RED_SIM1 год назад

I think I should make it later... But now, you can search them by names, specified in the video.

Фото профиля 현이림 / E-RIM
현이림 / E-RIM1 год назад

I'm sorry, but I'm leaving a question through a mention. On sample shader, light penetrate wall, On compatible shader(filamented and orels), wall doesn't react to light How can fix to compatible shader also react like sample shaer?

Фото профиля RED_SIM
RED_SIM1 год назад

Can it be that you didn't enable it in filamented or in orels? In filamented there's a flag for it on advanced mode. Also glowing through the walls is normal because point light volumes does not support real-time shadows

Фото профиля 현이림 / E-RIM
현이림 / E-RIM1 год назад

oh i didn't notice about that flag thanks for your quick advice

Фото профиля ♔KingTodd♔
♔KingTodd♔4 месяцев назад

Hey, figured i would let you know with V2+ "Packages\red.sim.lightvolumes\Scripts\LightVolume.cs(71,16): error CS0246: The type or namespace name 'BakeryVolume' could not be found (are you missing a using directive or an assembly reference?)" (cant use bakery due to Drivers)

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