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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... show more
12,811 views • 1 year ago •via X (Twitter)
9 Comments

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

This is so exciting

Soooo excited for this

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

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.

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

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.

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

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.
