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!
https://t.co/5AyGfWEO1s
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So I'd recommend not to use more than one fully realtime light at the same time.
The real use case of runtime shadows baking is to trigger it for one frame to rebake shadows if your scene changed. After being baked, these shadows are almost free.
I really love new VRC Light Volumes shadows! But I have to tell you that realtime feature is very expensive, more expensive than Unity's default shadows. So such shadows should mostly be used in baked-realtime mode, when players can only receive shadows, but not cast.
My Wisps now cast lighting which is compatible with @RED_SIM's VRCLightVolumes! :)
Without the Trees the scene averages at 150ish frames with 500 hero wisps, but still room for improvements.
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@pemathedev@DyLhun Yes. The main idea is that you can rebake shadows in runtime if any geometry changed. Might be very useful for future game worlds. Without realtime update these shadows are very cheap though!
New prototype of VRC Light Volumes real-time shadows! It uses EVSM сontact-hardening soft shadows.
Performance seems good on PC, but I will do more tests.
Finally something that looks better than what you can achieve in Unity by default!
@swiss_meat Almost the same as a Unity real-time lighting, I think. But should be much more performant in static mode, and that's what Unity lights can't do.
Realtime shadows in new VRC Light Volumes. Probably not what you actually want to have usually... But can be very useful if you want to rebake your shadows in runtime! It can be triggered just once and then you can go fully baked with no overhead.
@w245productions Light Volumes do two separate things: static lighting baked into voxels and dynamic analytical light sources that can be projected on top of any mesh that uses a compatible shader.
@uenosuke_vrc These are depth-based shadows. You need depth data from the light perspective to calculate it. Bake it once and such shadows can be projected even on dynamic objects, like avatars. So it's just a combined approach, but nothing revolutionary.