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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

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!

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

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?

Full back compatibility excluding the newer features!

Fantastic!! <3 TY!

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!

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

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

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?

It's a special fork of Baked Volumetrics:

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

You can if your shader supports it

Unbelievable bravo for your work

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?

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

Will liltoon be supporting v.2?

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

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

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.

Congrats on the release!

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

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.

This looks so freaking awesome!

Holy shit

seriously impressive!!!

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.

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?

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/?

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/?

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/?

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/?

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

do I need to update poyomi?

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

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

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?

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

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

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)
