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This week I've been working on the VRChat Light Volumes scripts to bring you an easy and comfortable editor workflow. I also implemented the Volumes rotation feature and optimized the shader a lot to make it work even more solid on potatoe-PCs. Here's a small video of how it...

12,811 次观看 • 1 年前 •via X (Twitter)

9 条评论

okgold 的头像
okgold1 年前

tysm for your work here! been thinking about it all week, including time playing with bkry volumes in-editor🌸 Such a fresh way elevate VRChat <3 I've spoken with more than a couple world devs excited for the future with this. lmk if there are any opportunities to betatest

Komino 的头像
Komino1 年前

This is so exciting

joe 的头像
joe1 年前

Soooo excited for this

kawashirov 的头像
kawashirov1 年前

isn't it would significantly increase load in the shader? LightVolumeSH() is too complex already

RED_SIM 的头像
RED_SIM1 年前

It's structurally complex, but easy to calculate. There's are separate ways of calculations for each rotation method. You can still use fixed (no rotation) mode and it will work as much performant as it could. And it's still work in progress, so I might change a lot soon.

zSkull162 的头像
zSkull1621 年前

This is really awesome, but I don’t own bakery, and I’ve gotten quite efficient at the built-in lightmapper after 4 years. My only worry is not being able to use this because I would have to learn a whole new way of light baking if I need to buy bakery for it

RED_SIM 的头像
RED_SIM1 年前

Learning bakery is easy actually, and I still recommend it much more than a default lightmapper. The main reason of that is the light volumes baking times. Progressive or Enlighten are too slow and it might take 10 times longer to bake comparing to Bakery.

Pleb but Gay 的头像
Pleb but Gay1 年前

What's the difference between volumes and baked lighting and real-time in this context?

RED_SIM 的头像
RED_SIM1 年前

Volumes are actually light probes, but better. They are baked, but work in real time with dynamic meshes. Light volume stores data of light colors and it's direction in every voxel.

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