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Finally, a good use of new VRChat contacts features! Very cool ~
Body Pen | ボディペイント 8人同時ペイント可・色変更・████████ 👇 Soon At nyades.booth.pm フォローで最新情報をいち早くGET! #VRChat
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Would be really nice to have this feature... @VRChat, please!
@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...)
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Replying to @alexpsouthwell
Thanks! I tried it already, looked good!
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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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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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