Skip to content

BtW Texture Sampling Toggle (2.4.4)

Compare
Choose a tag to compare
@AcChosen AcChosen released this 29 Nov 21:35
· 8 commits to main since this release

2.4.4 Change Log

  • Added per fixture toggle to disable black-to-white conversion when texture sampling mode is enabled on audiolink fixtures.

2.4.3 Change Log

  • Added Global Intensity Blend property to all shaders.
  • Removed all .Blendand .Blend1 files

2.4.2 Change Log

  • Changed Movement smoothing algorithm to be framerate-independent.
  • Added smoothing multiplier that works in VRChat only to better match smoothing values in Editor.
  • Added extra strobe render textures to reduce the delay between GI and VRSL strobing updates.
  • Made version numbers consistent across all editor scripts.
  • Fixed package format. (Again)

2.4.1 Change Log

  • Added ability to switch between dynamic and static strobing for DMX fixtures in the settings of the Strobe Timings CRT. This will switch strobe channels from the smooth variable speed strobing channel to a 3 speed consistent strobe channel. The 3 speed strobing will be slightly more performant and should also appear more consistent at lower frame rates.
  • Added the ability to quickly make changes to any of the CRT materials for the DMX and AudioLink Custom Render Textures inside of the VRSL Control Panel. It is listed under options and allows users to view and edit the materials that the custom render textures use. This will allow for adjusting global dmx settings such as range of smoothing for movement on moving heads as well as the maximum and minmum strobe speeds.
  • Moved some files around in preperation for the VRSL GI release.

NOTE: This version of VRSL has changed ALOT of the backend (under-the-hood). If you are production sensitive project, please continue to use v2.2 until you feel your project is ready to update to 2.4. If not, please update to this version as soon as you can!~

Also, if updating from a previous project, make sure to backup your project before updating to this version!

Changes From 2.2

  • All DMX Grid textures are now global textures set with VRCShader.SetGlobalTexture(), which gives all shaders in a scene/instance access to all 4 DMX Grid textures at all times. This allows for custom VRSL shaders to be created without having to manage a bunch of render textures in the material's inspector. This also allows avatar shaders to have a wider range of channels to read from and allows a much more performant way of getting the textures to the avatars without relying on a grabpass.

  • This also means that VRSL Shaders no longer need to reference the DMX textures in the shader properties.

  • Avatar testing scenes have been created to test your VRSL DMX compatible avatar using pre-recorded video of arbitrary 5-channel dmx data. This should make it easier to test things without having to run a full DMX setup.

  • Added the VRSL-AvatarCarePackage-v1.0.unitypackage file! This file contains the VRSLDMX.cginc file for custom avatar shaders as well as a prefab called VRSL-AvatarDMXTesting-Prefab which contains a script, some cameras, and short video clips to help you test your dmx compatible avatar shaders inside of your VRCSDK Avatar Project. More information can be found here!

  • The VRSL Screen Space FX add-on shader has been released! This is a single grab pass shader with 5 different screen space effects with parameters all controllable by DMX! Effects include:

    • Outline
    • Filters
    • Chromatic Aberration
    • Screen Shake
    • Texture Overlay/Scroll

    Each effect can be enabled/disabled before runtime to improve performance depending on your needs. (I.E if you only want one effect, you can turn off the other 4 on the material. Each effect is treated like its own fixture. A patch list describing those fixtures will be released shortly!

2.4 Changes

  • Added Quality Toggles for all lights! This allows you to choose between Low and High-quality settings. These quality settings will change how certain transparent meshes will be rendered. High is the default transparency while low will be a form of Alpha-To-Coverage, and should be easier on the GPU. Volumetric lights have a 3rd setting named "Medium". Medium is the default transparency while high invokes a higher quality 3D Noise texture in the volumetrics for a nicer look. You can set the default quality settings for your world with the local control panel, as well as lock those settings so you can prevent users from changing locally at runtime.
  • Consolidated shaders to take more advantage of variants and reduce the number of different shaders.
  • Added GGX rendering modes for mover fixture shaders. This will make movers look nicer and react to world lighting more akin to standard shaders.
  • Updated VRSLDMX.cginc to be more compatible and accurate with reading DMX data as well as adding support for the VRSL fork of Mochie's Standard Shader.
  • Many other bug fixes.~ (Like being compatible for future AudioLink versions.)

Bug Fixes

  • The UsharpVideo DMX reader used a version of standard shader on the reading screen that was slightly affected by enviormental lighting, which sometimes affected the data the camera was trying to read. This has been fixed by replacing the shader with a properly unlit one.

Requirements