# MoonlightVRC ## 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 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. - A couple of premade shaders (standard, particle). - Premade code handling lights, normals and a Lambertian diffuse. Work in progress: - Water shader - Documentation - More performance testing/improvements - Shadow caster planes Planned: - 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 optimisation On PC, I haven't encountered any frame drops in the editor at all, even with 400 concurrent lights. ## Quick start 1. Clone the code into your project. 2. Add the `LightUpdater` component to a GameObject in your scene: - Tweak strength/intensity of the local and remote player if you want them to have an attached light. 3. For lights, attach `LightdataStorage` to a Transform and configure: - `range`, `type`, `color`, `intensity`, and `spotAngleDeg`. 4. Add the light transform to your `LightUpdater` 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. --- ## Editor preview - While not in play mode, the editor helper `LightUpdaterPreview` (EditorPreview/Editor/LightUpdaterPreview.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/LightUpdater.Editor.cs`. --- ## 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 :-)