Releases: AcChosen/VR-Stage-Lighting
Operation: Linear
VR Stage Lighting - Changelog
NOTE: Many of the add-ons are now included with the base VRSL package (video players, GPU Readback, and screen space shaders) and can be found in the Runtime folder as separate .unitypackage files. The video players can be found in the Video Players
folder, and the GPU Readback and Screen Space Shaders can be found in the Addons
folder. They will still install in the same VRSL Addons
folder in the Assets directory as the previous versions.
2.7.1 Change Log - June 26th, 2024
- Fixed up Amplify functions to be VRSL linear compatible.
2.7.0 Change Log - June 2nd, 2024
- Packaged important add-ons such as video players, gpu readback, and screen space shaders into unitypackages along with main VR Stage Light package to reduce confusion and keep things organized.
- Converted shaders and video players to all run on native linear input. This removes many issues and inconsistencies with smoothing and general movement.
- Updated GPU readback to fire events on value change when past a certain threshold for float and int paramater ranges. Added ability to name data points in GPU Readback function script.
2.6.2 Change Log - May 21st 2024
- Added component sliders to the VRSL DMX and VRSL AudioLink scripts. These sliders replace the final intensity sliders with sliders that control the intensities of the indivdual components of a light (The volumetric, projection, and fixture mesh).
- Added "Genereate Unique VRSL Materials" menu button to the VRSL drop down menu under "Utilties". This button will search the scene for any VRSL Materials, make a copy of them, save them in your selected folder, and apply them to your VRSL meshes in your scene as well as to the Local UI Control Panel. This will allow users to seperate their VRSL materials from the prefab materials and applying it to the scene, allowing for users to make changes to their VRSL materials without updates resetting their settings. (The AudioLink component sliders are at the bottom of the script.)
- Added the "VRSL GI" toggle prefab toggle to Control Panel. This will allow one to spawn the VRSL GI variants of the standard VRSL prefabs. (VRSL GI 1.2+ Only).
2.6.1 Change Log - April 6th 2024
- Added global DMX strobe toggle on Local Control Panel asset. Toggling this will disable the strobe channel for the player locally. Useful for those that want to enjoy the light show but can't handle the strobing.
- Adjusted the volumetrics 3D noise to scale properly with the mesh. Scaling a spotlight or washlight should no longer result in wonky noise tiling.
- Fixed build errors with the DMX patch exporter scripts (again).
- Release Noriben Lunch DMX Mod
2.6.0 Change Log - March 25th 2024
THIS VERSION AND OTHERS MOVING FORWARD ARE ONLY GUARANTEED TO WORK ON 2022!
- Added the ability to save and load DMX Patch Data per scene. This is useful for restoring DMX patch settings to scenes due to corruption.
- The patch data is saved in a folder called
VRSL DMX Patch Folder
located in the Assets folder. - This data will persist between updates of VRSL and will be good practice to save the data often.
- The patch data is saved in a folder called
- Added the ability to export your scene's DMX patch data as a JSON, MVR (My Virtual Rig), or PDF Patch List.
- All export files use the new Fixture Definition file type to describe the channel make up of all fixtures.
- Fixture type, channel, universe, id, position, rotation, definition, etc, are included in the JSON and MVR export types.
- MVR allows one to port the entire rig to lighting consoles/software that support the file type. Allows users to have everything pre-patched and defined inside of their software with one click. Straight from unity into your DMX software of choice.
- PDF is a simple patch sheet that is generated from the patch data.
- Created Fixture Definition Files and added Fixture Type properties to DMX fixtures. Fixture Definition files are used to create arbitrary data to describe DMX fixture channels. They are mostly cosmetic and used for the DMX patch data exporter.
- Added VRSL Manager Window Settings file. This file will start to hold per project data about the VRSL Control Panel. Right now, it holds references to alternate meshes for spotlight and washlight volumetrics.
- Added the ability to switch the volumetric meshes in a scene to lower poly versions on the fly.
- Improved the spin timer shader to have more consistent and smooth DMX gobo spinning.
2.5.1 Change Log - February 29th 2024
- Fixed inspector related bugs and improved inspector stability on all VRSL component scripts.
- Added prefab load toggles for VRSL GI prefabs into Control Panel (VRSL GI 1.2.0+).
- Increased AudioLink Delay range from 30 to 127.
2.5.0 Change Log - February 9th, 2024
Video Player and uDesktopDuplication prefabs have been moved to their own Unitypackages. You can get them from the VRSL DMX Video Players.zip
file. Install only the packages for the video players you intend to use. Prefab support for two new video players, VideoTXL and ProTV, have been added and are included in this zip file!
- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
- VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.
Requirements
- [Unity 2019.4] or [Unity 2022.3.6] (https://unity3d.com/get-unity/download/archive)
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
Component Sliders & Scene Unique Material Generation
VR Stage Lighting - Changelog
2.6.2 Change Log - May 21st 2024
- Added component sliders to the VRSL DMX and VRSL AudioLink scripts. These sliders replace the final intensity sliders with sliders that control the intensities of the indivdual components of a light (The volumetric, projection, and fixture mesh).
- Added "Genereate Unique VRSL Materials" menu button to the VRSL drop down menu under "Utilties". This button will search the scene for any VRSL Materials, make a copy of them, save them in your selected folder, and apply them to your VRSL meshes in your scene as well as to the Local UI Control Panel. This will allow users to seperate their VRSL materials from the prefab materials and applying it to the scene, allowing for users to make changes to their VRSL materials without updates resetting their settings. (The AudioLink component sliders are at the bottom of the script.)
- Added the "VRSL GI" toggle prefab toggle to Control Panel. This will allow one to spawn the VRSL GI variants of the standard VRSL prefabs. (VRSL GI 1.2+ Only).
2.6.1 Change Log - April 6th 2024
- Added global DMX strobe toggle on Local Control Panel asset. Toggling this will disable the strobe channel for the player locally. Useful for those that want to enjoy the light show but can't handle the strobing.
- Adjusted the volumetrics 3D noise to scale properly with the mesh. Scaling a spotlight or washlight should no longer result in wonky noise tiling.
- Fixed build errors with the DMX patch exporter scripts (again).
- Release Noriben Lunch DMX Mod
2.6.0 Change Log - March 25th 2024
THIS VERSION AND OTHERS MOVING FORWARD ARE ONLY GUARANTEED TO WORK ON 2022!
- Added the ability to save and load DMX Patch Data per scene. This is useful for restoring DMX patch settings to scenes due to corruption.
- The patch data is saved in a folder called
VRSL DMX Patch Folder
located in the Assets folder. - This data will persist between updates of VRSL and will be good practice to save the data often.
- The patch data is saved in a folder called
- Added the ability to export your scene's DMX patch data as a JSON, MVR (My Virtual Rig), or PDF Patch List.
- All export files use the new Fixture Definition file type to describe the channel make up of all fixtures.
- Fixture type, channel, universe, id, position, rotation, definition, etc, are included in the JSON and MVR export types.
- MVR allows one to port the entire rig to lighting consoles/software that support the file type. Allows users to have everything pre-patched and defined inside of their software with one click. Straight from unity into your DMX software of choice.
- PDF is a simple patch sheet that is generated from the patch data.
- Created Fixture Definition Files and added Fixture Type properties to DMX fixtures. Fixture Definition files are used to create arbitrary data to describe DMX fixture channels. They are mostly cosmetic and used for the DMX patch data exporter.
- Added VRSL Manager Window Settings file. This file will start to hold per project data about the VRSL Control Panel. Right now, it holds references to alternate meshes for spotlight and washlight volumetrics.
- Added the ability to switch the volumetric meshes in a scene to lower poly versions on the fly.
- Improved the spin timer shader to have more consistent and smooth DMX gobo spinning.
2.5.1 Change Log - February 29th 2024
- Fixed inspector related bugs and improved inspector stability on all VRSL component scripts.
- Added prefab load toggles for VRSL GI prefabs into Control Panel (VRSL GI 1.2.0+).
- Increased AudioLink Delay range from 30 to 127.
2.5.0 Change Log - February 9th, 2024
Video Player and uDesktopDuplication prefabs have been moved to their own Unitypackages. You can get them from the VRSL DMX Video Players.zip
file. Install only the packages for the video players you intend to use. Prefab support for two new video players, VideoTXL and ProTV, have been added and are included in this zip file!
- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
- VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.
Requirements
- [Unity 2019.4] or [Unity 2022.3.6] (https://unity3d.com/get-unity/download/archive)
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
Global Strobe Toggle
2.6.1 Change Log - April 6th 2024
- Added global DMX strobe toggle on Local Control Panel asset. Toggling this will disable the strobe channel for the player locally. Useful for those that want to enjoy the light show but can't handle the strobing.
- Adjusted the volumetrics 3D noise to scale properly with the mesh. Scaling a spotlight or washlight should no longer result in wonky noise tiling.
- Fixed build errors with the DMX patch exporter scripts (again).
- Release Noriben Lunch DMX Mod
2.6.0 Change Log - March 25th 2024
THIS VERSION AND OTHERS MOVING FORWARD ARE ONLY GUARANTEED TO WORK ON 2022!
- Added the ability to save and load DMX Patch Data per scene. This is useful for restoring DMX patch settings to scenes due to corruption.
- The patch data is saved in a folder called
VRSL DMX Patch Folder
located in the Assets folder. - This data will persist between updates of VRSL and will be good practice to save the data often.
- The patch data is saved in a folder called
- Added the ability to export your scene's DMX patch data as a JSON, MVR (My Virtual Rig), or PDF Patch List.
- All export files use the new Fixture Definition file type to describe the channel make up of all fixtures.
- Fixture type, channel, universe, id, position, rotation, definition, etc, are included in the JSON and MVR export types.
- MVR allows one to port the entire rig to lighting consoles/software that support the file type. Allows users to have everything pre-patched and defined inside of their software with one click. Straight from unity into your DMX software of choice.
- PDF is a simple patch sheet that is generated from the patch data.
- Created Fixture Definition Files and added Fixture Type properties to DMX fixtures. Fixture Definition files are used to create arbitrary data to describe DMX fixture channels. They are mostly cosmetic and used for the DMX patch data exporter.
- Added VRSL Manager Window Settings file. This file will start to hold per project data about the VRSL Control Panel. Right now, it holds references to alternate meshes for spotlight and washlight volumetrics.
- Added the ability to switch the volumetric meshes in a scene to lower poly versions on the fly.
- Improved the spin timer shader to have more consistent and smooth DMX gobo spinning.
2.5.1 Change Log - February 29th 2024
- Fixed inspector related bugs and improved inspector stability on all VRSL component scripts.
- Added prefab load toggles for VRSL GI prefabs into Control Panel (VRSL GI 1.2.0+).
- Increased AudioLink Delay range from 30 to 127.
2.5.0 Change Log - February 9th, 2024
Video Player and uDesktopDuplication prefabs have been moved to their own Unitypackages. You can get them from the VRSL DMX Video Players.zip
file. Install only the packages for the video players you intend to use. Prefab support for two new video players, VideoTXL and ProTV, have been added and are included in this zip file!
- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
- VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.
Requirements
- [Unity 2019.4] or [Unity 2022.3.6] (https://unity3d.com/get-unity/download/archive)
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
Patch List Exporter & Fixture Definitions
2.6.0 Change Log - March 25th 2024
THIS VERSION AND OTHERS MOVING FORWARD ARE ONLY GUARANTEED TO WORK ON 2022!
- Added the ability to save and load DMX Patch Data per scene. This is useful for restoring DMX patch settings to scenes due to corruption.
- The patch data is saved in a folder called
VRSL DMX Patch Folder
located in the Assets folder. - This data will persist between updates of VRSL and will be good practice to save the data often.
- The patch data is saved in a folder called
- Added the ability to export your scene's DMX patch data as a JSON, MVR (My Virtual Rig), or PDF Patch List.
- All export files use the new Fixture Definition file type to describe the channel make up of all fixtures.
- Fixture type, channel, universe, id, position, rotation, definition, etc, are included in the JSON and MVR export types.
- MVR allows one to port the entire rig to lighting consoles/software that support the file type. Allows users to have everything pre-patched and defined inside of their software with one click. Straight from unity into your DMX software of choice.
- PDF is a simple patch sheet that is generated from the patch data.
- Created Fixture Definition Files and added Fixture Type properties to DMX fixtures. Fixture Definition files are used to create arbitrary data to describe DMX fixture channels. They are mostly cosmetic and used for the DMX patch data exporter.
- Added VRSL Manager Window Settings file. This file will start to hold per project data about the VRSL Control Panel. Right now, it holds references to alternate meshes for spotlight and washlight volumetrics.
- Added the ability to switch the volumetric meshes in a scene to lower poly versions on the fly.
- Improved the spin timer shader to have more consistent and smooth DMX gobo spinning.
2.5.1 Change Log - February 29th 2024
- Fixed inspector related bugs and improved inspector stability on all VRSL component scripts.
- Added prefab load toggles for VRSL GI prefabs into Control Panel (VRSL GI 1.2.0+).
- Increased AudioLink Delay range from 30 to 127.
2.5.0 Change Log - February 9th, 2024
Video Player and uDesktopDuplication prefabs have been moved to their own Unitypackages. You can get them from the VRSL DMX Video Players.zip
file. Install only the packages for the video players you intend to use. Prefab support for two new video players, VideoTXL and ProTV, have been added and are included in this zip file!
- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
- VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.
2.4.5 Change Log
- Re-Added Texture Sampling features for the AudioLink Discoball.
- Added the "Singal Detection System" for interpolation CRT shaders. This system will allow users to disable VRSL DMX if pixels that are not related to the VRSL DMX Grid node are detected (in cases of the video player freezing or disconnecting or an invalid video format was inputted.) This system is disabled by default but can be enabled in the inspector of any of the interpolation CRTs.
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
.Blend
and.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 theVRSLDMX.cginc
file for custom avatar shaders as well as a prefab calledVRSL-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
- [Unity 2019.4] or [Unity 2022.3.6] (https://unity3d.com/get-unity/download/archive)
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
Improved Inspector Stability
2.5.1 Change Log - February 29th 2024
- Fixed inspector related bugs and improved inspector stability on all VRSL component scripts.
- Added prefab load toggles for VRSL GI prefabs into Control Panel (VRSL GI 1.2.0+).
- Increased AudioLink Delay range from 30 to 127.
2.5.0 Change Log - February 9th, 2024
Video Player and uDesktopDuplication prefabs have been moved to their own Unitypackages. You can get them from the VRSL DMX Video Players.zip
file. Install only the packages for the video players you intend to use. Prefab support for two new video players, VideoTXL and ProTV, have been added and are included in this zip file!
- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
- VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.
2.4.5 Change Log
- Re-Added Texture Sampling features for the AudioLink Discoball.
- Added the "Singal Detection System" for interpolation CRT shaders. This system will allow users to disable VRSL DMX if pixels that are not related to the VRSL DMX Grid node are detected (in cases of the video player freezing or disconnecting or an invalid video format was inputted.) This system is disabled by default but can be enabled in the inspector of any of the interpolation CRTs.
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
.Blend
and.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 theVRSLDMX.cginc
file for custom avatar shaders as well as a prefab calledVRSL-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
- [Unity 2019.4] or [Unity 2022.3.6] (https://unity3d.com/get-unity/download/archive)
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
Video Player Package System
2.5.0 Change Log - February 9th, 2024
Video Player and uDesktopDuplication prefabs have been moved to their own Unitypackages. You can get them from the VRSL DMX Video Players.zip
file. Install only the packages for the video players you intend to use. Prefab support for two new video players, VideoTXL and ProTV, have been added and are included in this zip file!
- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
- VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.
2.4.5 Change Log
- Re-Added Texture Sampling features for the AudioLink Discoball.
- Added the "Singal Detection System" for interpolation CRT shaders. This system will allow users to disable VRSL DMX if pixels that are not related to the VRSL DMX Grid node are detected (in cases of the video player freezing or disconnecting or an invalid video format was inputted.) This system is disabled by default but can be enabled in the inspector of any of the interpolation CRTs.
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
.Blend
and.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 theVRSLDMX.cginc
file for custom avatar shaders as well as a prefab calledVRSL-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
- [Unity 2019.4] or [Unity 2022.3.6] (https://unity3d.com/get-unity/download/archive)
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- PostProcessing Stack V2 (Unity Package Manager)
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
Texture Sample Discoball Fix
2.4.5 Change Log
- Re-Added Texture Sampling features for the AudioLink Discoball.
- Added the "Singal Detection System" for interpolation CRT shaders. This system will allow users to disable VRSL DMX if pixels that are not related to the VRSL DMX Grid node are detected (in cases of the video player freezing or disconnecting or an invalid video format was inputted.) This system is disabled by default but can be enabled in the inspector of any of the interpolation CRTs.
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
.Blend
and.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 theVRSLDMX.cginc
file for custom avatar shaders as well as a prefab calledVRSL-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
- Unity 2019.4
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- USharp Video Player
- PostProcessing Stack V2 (Unity Package Manager)
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
BtW Texture Sampling Toggle (2.4.4)
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
.Blend
and.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 theVRSLDMX.cginc
file for custom avatar shaders as well as a prefab calledVRSL-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
- Unity 2019.4
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- USharp Video Player
- PostProcessing Stack V2 (Unity Package Manager)
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
VRSL GI AudioLink Update Prep
2.4.3 Change Log
- Added Global Intensity Blend property to all shaders.
- Removed all
.Blend
and.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 theVRSLDMX.cginc
file for custom avatar shaders as well as a prefab calledVRSL-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
- Unity 2019.4
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- USharp Video Player
- PostProcessing Stack V2 (Unity Package Manager)
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.
VRSL GI Final Preperations (v2.4.2)
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 theVRSLDMX.cginc
file for custom avatar shaders as well as a prefab calledVRSL-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
- Unity 2019.4
- VRChat SDK3 for worlds (Udon) (You can download it under "Downloads" after you login)
- UdonSharp
- USharp Video Player
- PostProcessing Stack V2 (Unity Package Manager)
- AudioLink v0.3.1+ (Full)
- Open Broadcast Software (or streaming software of your choice)
- VR Stage Lighting Grid Node (For DMX control. Not required for AudioLink)
- Recommended (PC Only): uDesktopDuplication 1.8.0
- Recommended: At least one extra screen that can support 16:9 resolutions.