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

Warsaw, Poland
Joined October 2011
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Replying to @6vmetamon
Ah! I know what you mean... You need to use "Mirror reflection" layer instead of "local player" in your light source, otherwise the head will not cast any shadows.
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Replying to @6vmetamon
Your avatar shader must support VRC Light Volumes 3. So maybe you didn't update your avatar shader?
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Replying to @Ro6J7
Thank you for your purchase! <З
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Replying to @cucumberworks
Happy birthday 🎉
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RED_SIM retweeted
One interesting thing about Light Volumes is that they can be updated at runtime, allowing for baked lighting toggles! Here, I have two switches controlling two Light Volumes, plus an additional one for the light shining through the window. Everything is baked. #VRChat
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lilToon supports VRC Light Volumes 3 now!
lilToonを2.4.0に更新しました 付属のVRCLVを3.0へ更新したのと、いくつかエディタ関連の修正が行われています
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Replying to @NYANWHEEZE
Yes, you can
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By the way, you can use almost any Materials for VRCLV cookie projection, not only render textures! I just wonder what else people gonna do with it... And it works with shadow maps too
FakeCausticsのマテリアル、そのままPointLightVolumeのCookieとして使えそう
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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
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Replying to @wunderwulfe
Yes, you have to. All the old features will work, but to have shadows, clustering and some other new features, you have to update if it's possible
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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
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Replying to @Tevi_15
It's a software issue that is will probably be fixed later. Ver.0.4 didn't fix everything yet.
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No, bitrate is more than enough. The reason is that overlays do not use global supersampling resolution, so what you see in your headset is an upscaled image. However, there is a hack to force higher overlays resolution editing steamvr.vrsettings file.
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It's still not fully fixed! Only partially, so just wait for the future updates! However, overlays blurness is a separate problem.
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Replying to @curigenic
Partially. What I can say, if you want a sharp image, you have to use at least 250% supersampling. Because this amount will give you roughly 100% pixel density with almost no blur at the center. It happens because of the lens undistortion.
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Replying to @HardwareSteam
I know, I managed to contact the right person. But the fix is not fully there. It's just one of the few issues, and the most noticeable bug will probably be fixed soon in one of the next updates!
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Replying to @XiexeVR
It is a problem. As I tested, Steam Frame requires global supersampling of ~260% to render the central part of the visible image with a resolution that is close to "native" screen res. And it's because of the lens undistortion process. So you need to render image in ~3480x3480
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