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
#VRChat #Gamedev #Unity #Shader #VR
@zig131@dotshVR@XiexeVR Beyond 2 is a VERY bad example in terms of lens, glare and clarity. (Saying as a person who had several BSB units) The best one I personally saw yet was Quest 3.
VRC Light Volumes v.3.0.0 is very close to release, and I'm going to shoot a trailer for it. So if you have any worlds that use v.3.0.0 features, share them with me! I might use them in the trailer. (A random picture to get your attention)
Poiyomi will have an extended VRC Light Volumes 3.0.0 support. It will process shadows, speculars and diffuse light separately, which brings much better shading than before!
With Light Volumes 3 coming out, I’ve been working on making LV part of Poi’s shading instead of just putting Poi shading on top.
Left is new, right is old.
You can see the red shadow border form around the lit area on the new one as I move the light.
@dotshVR@XiexeVR Of course, I know that. It's always a trade-off. But you know what I mean, there were headsets with their best and worst sides. My idea is to combine the best sides that are best for social VR.
Imagine making an AR/VR headset with an FOV of 70 degrees, fully blocking the rest of the view, letting the light leak from the sides and thinking it's a useful device. If someone thought, Vision Pro was useless, how to call this one then?
@cucumberworks I just think it's a bad priority... You can't prioritise wearing it in public sacrificing the fov that much. What's the point wearing it in public while it's just dangerous/uncomfortable to walk wearing them?
@XiexeVR Bigscreen were looking in that direction, but they failed too many times with pretty much every feature :D So, still, there are so many headsets out there, but every single one has it's huge trade-offs.
@XiexeVR Completely agree. I still wonder why noone made a regular headset with all the best features that were already introduced like 5 years ago. 110+ fov, oled, quest-3-like lenses, disp-port and wireless support, face tracking. And that's it, no trade-offs, people would buy it.
For the last week I've been working on a fast enough way to render realistic light refraction through multiple layers of liquid in my VRChat fluid simulation.
Ended up using a multilayer screen space ray marching solution to approximate the path of light.
I gotta say @RED_SIM light volumes dev.20 is freakin amazing!! This is a test session after running through the new code implementations for its custom brdf calls
VRC Light Volumes v.3.0.0 are very close to release now. So, if you are a shader developer, it's the best time to update your shader to the latest VRCLV dev version. But please, check the new integration instructions, it requires some new stuff to do: https://t.co/wOEc9cid80