@VRChat@dtupper can we get feedback.vrchat.com/udon/p/e… pretty please?🥹
This would make everything I do so much more performant (fluids, shader virtual machine, complex effects...)
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.
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
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
It took me 4+ months of full-time work. If you like it, you can support VRCLV’s development on Patreon or check out my other assets on Booth!
To celebrate the release, all my assets are 40% OFF this week: redsim.booth.pmjinxxy.com/red_simpatreon.com/red_sim
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.