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
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 {
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);
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>(
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.
}
}
}
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.
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