Game developer, technical artist, engineer, VR/AR enthusiast, dreamer.
I also make shaders for VRChat creators.
RED_SIM
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I watched "The Amazing Digital Circus: The Last Act" today.
No context, so it's not a spoiler, but I made something related on VRC Light Volumes v.3.0.
I can already imagine how great it will fit VRC chill worlds...
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.
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!
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.
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.
Another thing that is going to be released with next version of VRC Light Volumes, is an in-game debugger tool! You'll be able to preview every volume, voxel, and point light. Works in any world that supports VRC Light Volumes.
The coolest thing here is that it fakes the shadow penumbra: it looks sharp on contact and very blurry further away. And this effect is completely free if it's baked! And will still affect avatars and dynamic props even when it's baked!
Still working on VRC Light Volumes v.3.0
Here are some realtime shadows with volumetric fog... (Extremely expensive but cool)
Video
RED_SIM
Took a quick video of the minecraft block renderer of my pool.
youtu.be/edDpyBy3zzo
@sim.red refactored the LightVolumes.cginc and now the compile time increase is mostly gone compared to current v2.1.3