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README.md
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README.md
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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, I may have ended up spending tens of hours coding my 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 real-time 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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- Point/spotlights editable at runtime.
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- Shadow caster planes
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Planned:
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- Support for addative baked light maps and ambient lighting in the standart shader.
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- Support for additive baked light maps and ambient lighting in the standard shader.
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---
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## Performance
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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
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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
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On PC, I haven't encountered any frame drops in the ediotherLightSources'tor at all, even with 400 concurrent lights.
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On PC, I haven't encountered any frame drops in the editor at all, even with 400 concurrent lights.
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## Quick start
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4. Add the light transform to your `PlayerPositionsToShader` component's `otherLightSources` array.
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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.
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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.
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---
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## Editor preview
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- 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.
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- 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.
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- The editor partial helper for building preview arrays is in `EditorPreview/PlayerPositionsToShader.Editor.cs`.
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---
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