I made VRC Light Volumes, I guess? https://xitter.cf/t.co/fNX0P8aFPA https://xitter.cf/t.co/SDkyXpo7uE

Warsaw, Poland
Joined October 2011
RED_SIM retweeted
VRC Light Volumes v.3.0.0 released! New features: EVSM shadows, separate speculars, light clustering, animated cookies, area light cookies, shader stripping, improved performance and more! github.com/REDSIM/VRCLightVo… #VRCLV #VRChat #Gamedev #Unity #Shader #VR
25
826
48
3,992
167,238
Its insane what AI can do nowadays, I've let Opus 5.5 in a loop for 2 days optimize a RISC-V emulator written in a fragment shader running in VRChat and it got to a working window manager, Doom running at playable speeds, and a an emulated GPU with OpenGL 1.x
18
69
16
416
35,511
MingToon 0.1.12 Open Beta公開! 更新・変換の安心感を高め、見た目の調整とエディタ操作を改善しました。 ■ 更新後もシェーダーを事前準備 アップデート後にも、初回インストールと同じ準備ウィンドウが開きます。使えるキャッシュは再利用し、未準備のシェーダーだけを処理。「キャンセル」を押した場合のみ、残りをバックグラウンドで続けます。 記録だけで準備済みと判断せず、実際のコンパイル状態も確認するようにしました。 ■ エディタの無駄な処理を削減 静止した大きなテクスチャプレビューの重複描画と、変換時のシェーダー準備の重複解析を削減。表示を変えずに、不要な処理を抑えました。 ■ Manager・インスペクタを整理 Managerを「開始・見た目・軽量化」の3タブに再構成。簡易/詳細表示も整理し、テクスチャに付属する設定を見分けやすくしました。 変換は元のアセットを残し、独立したプレハブとマテリアルを作成します。 ■ ノーマルマップの陰影を調整しやすく 「ノーマルマップの影」をノーマルマップ設定内に統合。暗くする効果・影の中の陰影・凸部を明るくする効果を「陰影の強さ」にまとめました。 ■ lilToon変換・アウトラインを改善 トゥーンスペキュラーの変換時の補正量を従来の0.5倍に調整。既存マテリアルの値は変更しません。 接線がないメッシュも、条件を満たせば生成コピーに接線とUV8を追加してアウトラインをベイクします。元メッシュは保持されます。 ■ Light Volumes v3対応 v2対応を維持しながらv3のネイティブ経路を追加。暗い環境でアウトラインだけが明るくなる問題や、明るい領域への影の反射の混入を修正しました。 ■ VRChatビルドの処理順を整理 MA処理後・AAO最適化前にメッシュ/テクスチャを準備し、最終状態に合わせてシェーダーを解析します。 BRP Core版/Unity 2021.3・2022.3対応 更新前にプロジェクトをバックアップしてください。 ベータ版ではUI・機能・ルックが変わる場合があります。更新後は元の素材からの再変換を推奨します。ベイク済みのものは編集用に戻し、再ベイク・再アップロードしてください。 ※0.1.11からの更新でファイル置換エラーが出た場合は、パッチノート内の復旧手順をご確認ください。
MingToon 0.1.12 のアップデートがまもなくです! 利便性と慣れ親しんだ使い勝手に重点を置いたインスペクターの大変革を行いました。 今やシンプルモードは本当にシンプルモードになりつつあります。 最初の変換も便利なウィザード形式で作成しました。
2
28
212
12,864
RED_SIM retweeted
VRC Light Volumes対応の雨と霧で、街灯表現のテストをしています。 光を拾う雨粒と、霧の中へぼんやり広がる光を調整しました。 #VRChat #VRCLightVolumes
30
1
324
11,438
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.
14
94
1
919
28,910
RED_SIM retweeted
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
1
1
16
626
【出展登録開始】 ただいまより、ShaderFes2027の出展登録を開始します! 出展規約を必ずご確認の上、お気軽にご応募ください。 登録〆切:10/12まで ▼詳しくはHPをご覧ください▼ shaderfes.com/ #ShaderFes #VRChat
1
266
25
429
42,797
Okay I figured out a pretty decent and fast way to get nice looking isosurfaces for sparse liquids in VRChat. But its applicable in general. I suspect I could make it even faster if I had access to compute shaders. Oh well, its already impressive as is
18
42
2
529
23,016
RED_SIM retweeted
ワールドをあけました&あげました vrchat.com/home/launch?world…
15
85
3,490
RED_SIM retweeted
Just released another major update that includes support for this, as well as a bunch of other light volumes usability improvements! Links in bio :)
A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
11
68
5,190
RED_SIM retweeted
Another huge light volumes patch coming out for my shaders this month! All shaders will have access to the same settings consolidated into the same tabs, as well as the new clustered lighting! Releasing sometime next week :)
A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
1
16
166
10,931
RED_SIM retweeted
I really enjoy working on this project, and it's awesome to see people actually using it. I also want to be a bit more open about where the project is going, so I put together a small list of what I'm planning to work on next: patreon.com/vard/posts/futur… #VRChat
5
33
2,213
🌸新作発売記念プレゼントキャンペーン🌸 新作3Dアバター「アミ」Ami 発売✨ 7/19までSALE中! 🔗silvykawaii.booth.pm/items/7… 抽選で5名様にプレゼント🎁 🎀応募方法 ① フォロー ② リポスト 🩷 引用リポストやリプライも大歓迎です! ⏰締切 7/14(火)23:59 優しいお姉さん「アミ」と素敵な毎日を🌸
1
82
4
80
5,000
1
5
46
2,468
RED_SIM retweeted
2.0 is here! Featuring experimental screen sharing, along with many fixes and stability improvements. Unfortunately, screen sharing is currently available only for self-hosted servers because it's too expensive for me to support it on the public one. I also...
Made a browser-based low-latency audio streamer for #VRChat because apparently I enjoy deleting tiny annoyances from existence. No app install. Pick a tab or mic, copy link into a video player, done. also open source btw Link: vard.cc/vrcstreamer/
3
32
444
22,196
RED_SIM retweeted
VRCMarker Update! #VRChat - Colors and radius are now stored per point, changing them doesnt affect previous lines anymore - Dynamic radius based on controller trigger pressure - Subdivision now works on Quest and IOS too - Light volumes for the line renderer - More settings
2
8
44
1,736
RED_SIM retweeted
I've just released a MAJOR set of bugfixes for light volumes in my shaders, as well as adding support for the new light volume specularity. I would HIGHLY recommend updating if you're using light volumes in any of my shaders for anything. Links in bio.
I made physically correct speculars for VRC Light Volumes v.3.0.0. Now we'll have them separate per each light, so no specular-leaking artefacts anymore! Also now speculars use light source size to look much more physically correct.
1
6
64
3,389
RED_SIM retweeted
Will be releasing a hotfix sometime in the next few days to add support for this. It's a big upgrade from the old specular highlights :D
I made physically correct speculars for VRC Light Volumes v.3.0.0. Now we'll have them separate per each light, so no specular-leaking artefacts anymore! Also now speculars use light source size to look much more physically correct.
1
3
36
2,851
RED_SIM retweeted
Poiyomi Pro 10.0.12 has full support for the current light volumes 3.0 beta if you'd like to try it out early
VRC Light Volumes v.3.0.0 will support Area Light realtime texture emission, almost like LTCGI. Less physically accurate, but very performant!
6
51
619
31,176
RED_SIM retweeted
I've just release my latest shader package update which includes support for the light volumes 3.0 beta! It also has some nice additions to the particle shader like occlusion mapping, packed PBR workflow, and more! Links in bio :D
VRC Light Volumes v.3.0.0 will support Area Light realtime texture emission, almost like LTCGI. Less physically accurate, but very performant!
13
1
202
10,904