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Light Volumes v.2.0.0 released! Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time) Ability to project images and cubemaps. Also baked shadow masks and even more features! github.com/REDSIM/VRCLi...

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Light Volumes became my non-paid full time job recently, so you'd really help me if you support me on Patreon: patreon.com/red_sim There you can also get a lot of other VRChat and Unity assets I worked on, so check it out! Thank you for using Light Volumes and supporting me!

Thanks! Maybe I'll make some video tutorials on it in future. But right now, there's a new detailed documentation available there on GitHub

I hope this makes it onto the VCC Curated packages list soon given it encourages people to optimise their worlds and use baked lighting which is a big issue in some worlds

I'd like a integrate Light Volumes to my own shaders, but they are all using the Specular Setup. How can I implement Light Volumes in ASE as Specular Setup? Anyway, amazing work :3

Hey! Yes, everything will work the same with specular setup, except the speculars, you can use this function for sprculars in your setup: LightVolumeSpecular(specularf0, smoothness, worldNormal, viewDir, L0, L1r, L1g, L1b);

I was able to implement a Solution :) How should I distribute my shader now? I think I sould pack/copy all required shader functions (from the) directly in my ASE Shader from the "LightVolumes.cginc" file?

You can include the cginc file in your ASE shader, Just as I do in all of the ASE functions that comes with the package

This looks really nice! It will give a lot more realism to worlds. I just added the latest version of Light Volumes to four of my VRC game show worlds already. So far, so good!

As a photographer I can't thank you enough for working on this, was doubtful at first so I withheld my excitement wondering if it would catch on but seeing it gain popularity has been a great relief because this is some seriously awesome tech. 👏❤️