I write code, and sometimes it even works \ VR enthusiast \ https://xitter.cf/t.co/NbB4fh5Ofz \ _pi_ in VRChat

Joined January 2022
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guess we doin' bluesky now: bsky.pimaker.at
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what's this super secret video?! might as well just push this... and that... youtube.com/watch?v=wt6MOiLj…
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In Unity 2022 we can finally use Realtime GI together with Progressive lightmapping without it clearing probes. That means @pi_does_code 's LTCGI can now be combined with proper light probes too! #VRChat #Unity3d
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Replying to @orels1_
Fully disabling it is one thing, but ideally you'd still use it when an avatar supports it for reflections (glasses and such). Probably not easily possible though with existing LTCGI-compatible avi shaders.
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Replying to @orels1_
It kinda sucks this needs modifications to the video player objects, otherwise an easy include in LTCGI's editor scripts. Probably also conflicts with avatars that have native LTCGI support, it would double-light them. Could add "Avatar Light Modes" to toggle between variants🤔
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Added Puddles to my shader pack for the next release. Couldn't resist adding LTCGI support to it as well for some sweet reflections. This has been a lot of fun, can't wait for peeps to get their hands on it #vrchat #unity3d #VFX
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Reminder that LTCGI is open-source though, so if you know how to make it faster be my guest ;)
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Replying to @VRUnderground
Not on twitter that often, so late response: ltcgi.dev has official docs, no example scene, but easy to follow. AreaLit is prob. faster ignoring avatar support (projectors are slowww), lox is a god in optimizing shaders. I don't think both could work together.
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New improvements to VRChat's spine IK are on the way! You can read more about it in the latest dev update here: ask.vrchat.com/t/developer-u…
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Avatar LTCGI support soon! Club worlds are going to need to update because this is awesome! Ignore the right one that's an old test build...
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Version 6.1 of my shader package is out! 20 new shaders, full documentation rework, 10 unique new effects and more! Check it out here: shaders.orels.sh/
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