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Update README.md
Fixed typo, and added light maps as a goal
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## Idea
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## Idea
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When creating a World for VRChat that reveals items around the player as they walk up to them, I stumbled across the problem that Quest doesn't handle realtime lights well. As a result, you may end up spending tens of hours coding your own light system.
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When creating a World for VRChat that reveals items around the player as they walk up to them, I stumbled across the problem that Quest doesn't handle realtime lights well. As a result, I may have ended up spending tens of hours coding my own light system.
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What this includes:
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What this includes:
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- Point/spotlights editable at runtime.
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- Point/spotlights editable at runtime.
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@@ -16,7 +16,8 @@ Work in progress:
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Planned:
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Planned:
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- Basic shadows via a shadow emitter map. The plan is to only sample the highest points of a map area and then calculate if the light ray is intersecting the object. This should provide basic shadow casting that is much more performant than raycasting.
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- Basic shadows via a shadow emitter map. The plan is to only sample the highest points of a map area and then calculate if the light ray is intersecting the object. This should provide basic shadow casting that is much more performant than raycasting.
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- Support for addative baked light maps and ambient lighting.
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---
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---
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## Performance
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## Performance
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@@ -55,4 +56,4 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
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## Contributing
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## Contributing
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If you want to help with development, please contact me on Discord (@demuenu) so we can coordinate our efforts.
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If you want to help with development, please contact me on Discord (@demuenu) so we can coordinate our efforts.
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