# 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 realtime 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 Planned: - 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. - Support for addative baked light maps and ambient lighting. --- ## 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 and I have also included some optimizations in the code transferring light data to the objects. Reading the light data and transferring it to the shader seems to be a major bottleneck at the moment but there is room for improvements. 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 `PlayerPositionsToShader` component to a GameObject in your scene: - Inspect the script in the inspector and assign `targets` (Objects that use a compatible shader) and optional `otherLightSources` (Transforms as described in step 3). - 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. Use the provided shader include `Shader/MoonsLight.cginc` in your CGPROGRAM blocks to consume the arrays and compute lighting. --- ## Editor preview - While not in Play mode, the editor helper `PlayerPositionsToShaderPreview` (EditorPreview/Editor/PlayerPositionsToShaderPreview.cs) writes the same property blocks to assigned Renderers so you can preview emissive/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`. --- ## 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.