Add more ways of influencing light probes
okgold
Baked light probes are the way that VRChat avatars are lit, period. Currently the only way of effecting them is through enlighten, a long depreciated system that's unrealistic to implement.
Vertex lights, LTCGI, light volumes are all unreliable ways of lighting a group of custom avatars, and none of them are supported by many default/fallback avatars. Pixel lights and Projectors have massive costs on performance.
Please find new ways of letting us manipulate and effect existing light probes/groups at runtime, since 100% of avatars sample that form of light
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vavassor
Here's some use cases.
- Light scenarios. Switch between different times of day, or weather conditions. Each scenario has its own set of pre-baked light probes that are swapped between.
- Local light conditions. Like turning on a light switch in a room. Similar to #1, but only need to swap a subset of probes.
- Procedural generation. The world is generated from modules that each have their own set of light probes, and are collectively stitched together. Since the number and arrangement of light probes changes after generation, this requires something like LightProbes.TetrahedralizeAsync.
- Dynamic lighting. Stage lighting, video screens, or a flickering bonfire. This would involve calculating new light probe data at runtime. But would not need tetrahedralization. Unlike #1-3, the lighting might be updated frequently or continuously. Folks have made light systems that dynamically update Red_sim's light volumes in a similar fashion.
- Gradual light changes. Like transitioning time of day by blending between two pre-baked sets of light probes. Might need a fast interface like #4?