Moved light type calculation logic from BlendinShader.shader to a new include file, LightStrength.hlsl, for better modularity and maintainability. Updated the shader to use the new macro for light calculations, improving code clarity and reducing duplication.
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
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Clone the code into your project.
-
Add the
PlayerPositionsToShadercomponent to a GameObject in your scene:- Inspect the script in the inspector and assign
targets(Objects that use a compatible shader) and optionalotherLightSources(Transforms as described in step 3). - Tweak strength/intensity of the local and remote player if you want them to have an attached light.
- Inspect the script in the inspector and assign
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For lights, attach
LightdataStorageto a Transform and configure:range,type,color,intensity, andspotAngleDeg.
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Use the provided shader include
Shader/MoonsLight.cgincin 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
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.