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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 次观看 • 1 年前 •via X (Twitter)

39 条评论

RED_SIM 的头像
RED_SIM1 年前

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!

TFMJonny 🐺 Stinky Wolf Vtuber 的头像
TFMJonny 🐺 Stinky Wolf Vtuber1 年前

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

asylum_vr 的头像
asylum_vr1 年前

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?

RED_SIM 的头像
RED_SIM1 年前

Full back compatibility excluding the newer features!

asylum_vr 的头像
asylum_vr1 年前

Fantastic!! <3 TY!

Kathy Rayna 🦝🥽 的头像
Kathy Rayna 🦝🥽1 年前

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!

Derek Traver 的头像
Derek Traver1 年前

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

RED_SIM 的头像
RED_SIM1 年前

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

Derek Traver 的头像
Derek Traver1 年前

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?

RED_SIM 的头像
RED_SIM1 年前

It's a special fork of Baked Volumetrics:

Derek Traver 的头像
Derek Traver1 年前

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

RED_SIM 的头像
RED_SIM1 年前

You can if your shader supports it

TONTONDEMON 的头像
TONTONDEMON1 年前

Unbelievable bravo for your work

かいざー 的头像
かいざー1 年前

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?

RED_SIM 的头像
RED_SIM1 年前

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

Vaii ≽^·⩊·^≼ 的头像
Vaii ≽^·⩊·^≼1 年前

Will liltoon be supporting v.2?

RED_SIM 的头像
RED_SIM1 年前

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

Sournetic / The Sour Knights 的头像
Sournetic / The Sour Knights1 年前

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

Robbie Campos 的头像
Robbie Campos1 年前

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.

Salena Moon 的头像
Salena Moon1 年前

Congrats on the release!

shohei 的头像
shohei1 年前

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

lufz 的头像
lufz1 年前

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.

Luis 的头像
Luis1 年前

This looks so freaking awesome!

Fatalution 的头像
Fatalution1 年前

Holy shit

chausie 的头像
chausie1 年前

seriously impressive!!!

Lars Sørensen 的头像
Lars Sørensen1 年前

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.

RED_SIM 的头像
RED_SIM1 年前

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?

Lars Sørensen 的头像
Lars Sørensen1 年前

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/?

Lars Sørensen 的头像
Lars Sørensen1 年前

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/?

Lars Sørensen 的头像
Lars Sørensen1 年前

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/?

Lars Sørensen 的头像
Lars Sørensen1 年前

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/?

Lars Sørensen 的头像
Lars Sørensen1 年前

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

el venezolano XD 的头像
el venezolano XD1 年前

do I need to update poyomi?

Kuiper Cunningham 的头像
Kuiper Cunningham1 年前

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

RED_SIM 的头像
RED_SIM1 年前

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

현이림 / E-RIM 的头像
현이림 / E-RIM1 年前

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?

RED_SIM 的头像
RED_SIM1 年前

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

현이림 / E-RIM 的头像
현이림 / E-RIM1 年前

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

♔KingTodd♔ 的头像
♔KingTodd♔4 个月前

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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