From a5a4b1652707cdfe616812026a82f6112354d111 Mon Sep 17 00:00:00 2001 From: DeMuenu <96650288+DeMuenu@users.noreply.github.com> Date: Tue, 30 Sep 2025 16:43:33 +0200 Subject: [PATCH] Update README.md spelling --- README.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/README.md b/README.md index 745b8e4..85745de 100644 --- a/README.md +++ b/README.md @@ -2,7 +2,7 @@ ## Idea -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. +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 real-time lights well. As a result, I may have ended up spending tens of hours coding my own light system. What this includes: - Point/spotlights editable at runtime. @@ -13,18 +13,18 @@ Work in progress: - Water shader - Documentation - More performance testing/improvements -- Shadowcaster planes +- Shadow caster planes Planned: -- Support for addative baked light maps and ambient lighting in the standart shader. +- Support for additive baked light maps and ambient lighting in the standard shader. --- ## Performance -Early testing showed the Quest 3 dropping to around 30 FPS when having 100 spotlights active in a scene at once. This test was conducted with 5 material targets. Since then the shader has grown in size significantly there has been optimisa +Early testing showed the Quest 3 dropping to around 30 FPS when having 100 spotlights active in a scene at once. This test was conducted with 5 material targets. Since then the shader has grown in size significantly there has been optimisation -On PC, I haven't encountered any frame drops in the ediotherLightSources'tor at all, even with 400 concurrent lights. +On PC, I haven't encountered any frame drops in the editor at all, even with 400 concurrent lights. ## Quick start @@ -38,13 +38,13 @@ On PC, I haven't encountered any frame drops in the ediotherLightSources'tor at 4. Add the light transform to your `PlayerPositionsToShader` component's `otherLightSources` array. -5. Use one of the premade shaders on your material. Or if you feel like it, use the provided .hlsl/.cginc in your own shader. You just need to copy everything surrounded by Moonlight comments, and apply it at the end of your shader. +5. Use one of the premade shaders on your material. Or, if you feel like it, use the provided .hlsl/.cginc in your own shader. You just need to copy everything surrounded by Moonlight comments, and apply it at the end of your shader. --- ## Editor preview -- While not in Play mode, the editor helper `PlayerPositionsToShaderPreview` (EditorPreview/Editor/PlayerPositionsToShaderPreview.cs) and `ShadowcasterUpdaterPreview` (EditorPreview/Editor/ShadowcasterUpdaterPreview.cs) write the same property blocks to assigned Renderers so you can preview lighting effects in the Scene view. Those update 10 times a second. +- While not in play mode, the editor helper `PlayerPositionsToShaderPreview` (EditorPreview/Editor/PlayerPositionsToShaderPreview.cs) and `ShadowcasterUpdaterPreview` (EditorPreview/Editor/ShadowcasterUpdaterPreview.cs) write the same property blocks to assigned Renderers so you can preview lighting effects in the Scene view. Those update 10 times a second. - The editor partial helper for building preview arrays is in `EditorPreview/PlayerPositionsToShader.Editor.cs`. --- @@ -52,10 +52,10 @@ On PC, I haven't encountered any frame drops in the ediotherLightSources'tor at ## Tips - Match `maxLights` in the component with the `#define MAX_LIGHTS` in your shaders (default is 80 — see Performance). - + --- ## Contributing If you want to help with development, please contact me on Discord (@demuenu) so we can coordinate our efforts. -If your somebody with a education in Computer graphics, I would be even more thankfull for your help. As right now, it's just me with ~1.5 years of messing around in Shaderlab and ChatGPT as my advisor. So I'm sure that there are serious flaws in the codebase :-) \ No newline at end of file +If your somebody with a education in Computer graphics, I would be even more thankfull for your help. As right now, it's just me with ~1.5 years of messing around in Shaderlab and ChatGPT as my advisor. So I'm sure that there are serious flaws in the codebase :-)