Sunday, 29 September 2013

Crash bug and memory leak fix

A new crash bug has been introduced in Unity 4.2. I've resubmitted a new version with a hotfix, once that gets sorted out I will revert the v-lights back to normal. Thanks for everyone's patience. If you have purchased v-lights and are experiencing these bugs please email me at brianvlights at gmail dot com and I can provide you with the patch sooner.

Thursday, 25 July 2013

1.1.13 V-Lights coming out soon.

IF UPGRADING PLEASE REMOVE THE OLD VOLUMELIGHTEDITOR.CS SCRIPT OR YOU WILL GET A COMPILER ERROR.

Updates
25/7/2013 
-Cleaned up the material properties. 
-All shaders now use a version 2 of the shader. 
-This should automatically switch if you are upgrading.
-Fixed some null reference exceptions when upgrading.
-Fixed deferred rendering flag again:(

18/7/2013 This is a major update so I suggest backing up your project before upgrading.
-Option to turn off wireframe
-Improved blur using horizontal/vertical guassian blur. Blur steps are now in texel sizes
-Gave option to only use blur and not interleaved sampling
-Removed manual depth buffer
-All shaders are now only 2.0
-Cleaned up vlight editor
-All parameters except texture settings are done on the script
-Multi-editing is supported. Light manager editor is deprecated


-Lights can now be prefabs

Thursday, 14 March 2013

Unity 4.1 fix coming soon

If you are having trouble with unity 4.1 there is a fix coming along soon. Thanks for your patience.

Wednesday, 15 February 2012

If you are having any compatibility problems with Unity 3.5 beta please contact me.

Friday, 14 October 2011

Dissapearing lights Frustrum Fix

For those having overactive culling of your lights here is a temporary script to fix it. Just create a new file called ExpandRenderBox.cs and copy paste this code in. Add this to your lights.
Edit: Fixed a semicolon.



using UnityEngine;
public class ExpandRenderBox : MonoBehaviour {

    public float boundSize = 1000;

    private void Start () {
        Mesh mesh = GetComponent<MeshFilter>().mesh;


        Vector3[] verts = mesh.vertices;
        int origCount = mesh.vertexCount;
        System.Array.Resize<Vector3>(ref verts, origCount + 2);

        Bounds bound = new Bounds(Vector3.zero, Vector3.one * boundSize);

        verts[origCount] = bound.min;
        verts[origCount + 1] = bound.max;

        mesh.vertices = verts;
        mesh.RecalculateBounds();

        Destroy(this);
    }

    private void OnDrawGizmos()
    {
        Gizmos.DrawWireCube(transform.position, Vector3.one * boundSize);
    }
}


Monday, 26 September 2011

Thursday, 15 September 2011

V-Lights System

VLights volumetric light system allows you to have true volumetric lights that can have shadows, animated noise, color patterns and much more in Unity3D.