Fixed false Normal logic for water shader
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
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Clone the code into your project.
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Add the
PlayerPositionsToShadercomponent to a GameObject in your scene:- Tweak strength/intensity of the local and remote player if you want them to have an attached light.
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For lights, attach
LightdataStorageto a Transform and configure:range,type,color,intensity, andspotAngleDeg.
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Add the light transform to your
PlayerPositionsToShadercomponent'sotherLightSourcesarray. -
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) andShadowcasterUpdaterPreview(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.
Tips
- Match
maxLightsin the component with the#define MAX_LIGHTSin 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 :-)