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RED_SIM

@sim.red
772 followers 88 following 220 posts

Game developer, technical artist, engineer, VR/AR enthusiast, dreamer. I also make shaders for VRChat creators.

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Reposted by RED_SIM
JayOttr @jayottr.bsky.social · 22/09/2026
Haven't posted here much recently, but I've been futzing with a very lightweight froxel-based volumetric fog for VRChat. You CAN use your hands and feet - the cube-onna-stick is only required for Clientsim. @sim.red will be releasing their own version... but I may still use mine in one of my worlds~
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RED_SIM @sim.red · 17/09/2026
Looks like I got into the reservation queue!
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RED_SIM @sim.red · 16/09/2026
There's a part 2 that came out just now, so don't miss it!
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RED_SIM @sim.red · 16/09/2026
It was the first time for me to have an interview in VRChat! You can check it out if you want to know a little bit more about me :P
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RED_SIM @sim.red · 10/09/2026
I made a shader stripping feature for VRC Light Volumes v.3.0.0! It's something similar to what Poiyomi or lilToon does when you lock your shader, but for worlds, not avatars. And I can say, it's a game-changer in terms of world performance!
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RED_SIM @sim.red · 02/09/2026
Working on a GPU particles rain system that can work together with VRC Light Volumes and my prototype of a volumetric fog. Every raindrop creates ripples and small droplets from it. Bluesky compresses the quality like crazy, it looks 100 times better in game.
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RED_SIM @sim.red · 25/08/2026
Testing VRC Light Volumes 3.0.0 in some real conditions. Here's an example of a world fully lit up with VRCLV 3. No baked lightmaps here at all, only semi-realtime lights that are baked in game. Every light can be controlled separately in runtime. 70+ active light sources here.
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RED_SIM @sim.red · 19/08/2026
Today, my absolute favorite visual novel, got a remake - Steins;Gate RE:BOOT! So, to immerse myself even deeper in the novel, I made an app that fully syncs my IRL DIY Divergence Meter with the in-game one! #シュタゲ #シュタゲリブート #SteinsGate #SteinsGateReboot
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RED_SIM @sim.red · 20/07/2026
A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
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Reposted by RED_SIM
Vard @vard.cc · 13/07/2026
I really enjoy working on this project, and it's awesome to see people actually using it. I also want to be a bit more open about where the project is going, so I put together a small list of what I'm planning to work on next: www.patreon.com/vard/posts/f... #VRChat
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RED_SIM @sim.red · 11/07/2026
Starlight Projector is out now! An interactive projection sphere powered by VRCLV 3.0 that projects beautiful animated effects onto your world and avatars. Every purchase supports VRC Light Volumes development. 30% off this week! Links to Booth, Jinxxy, Gumroad and Pateron below:
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Reposted by RED_SIM
Artic @artic3d.bsky.social · 10/07/2026
Updated "2000s Classroom" to VRC Light Volumes 3.0 by @sim.red with advanced features: Animated Cookies, EVSM Shadows and Froxel Based Volumetric Fog (not included in VRCLV). That means: almost "real-time" and "physically correct" light and shadows. Must be enabled in the world menu #VRChat
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RED_SIM @sim.red · 05/07/2026
VRC Light Volumes v.3.0.0 is now ready for a public BETA test! It's a beta test that is mostly for creators: I want you to check if it works in your worlds an if you have problems integrating it in your shaders. (Enable Pre-Releases in your VCC to get it) github.com/REDSIM/VRCLi...
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Reposted by RED_SIM
Vard @vard.cc · 05/07/2026
2.0 is here! Featuring experimental screen sharing, along with many fixes and stability improvements. Unfortunately, screen sharing is currently available only for self-hosted servers because it's too expensive for me to support it on the public one. I also...
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RED_SIM @sim.red · 28/06/2026
This is incredibly useful! It's crazy that you made such a service for free.
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Reposted by RED_SIM
OSHA Violation @oshaviolation96.bsky.social · 28/06/2026
Using @sim.red VRC LV 3.0 dev 2 with @pimaker.at LTCGI 1.7.1 for avatar lighting support, looks perfect. Also shout out to @frostyx.bsky.social for posting about the force scene lighting tech
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RED_SIM @sim.red · 27/06/2026
I made physically correct speculars for VRC Light Volumes v.3.0.0. Now we'll have them separate per each light, so no specular-leaking artefacts anymore! Also now speculars use light source size to look much more physically correct.
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Reposted by RED_SIM
pi @pimaker.at · 21/06/2026
I've finally released LTCGI 1.7.0, integrating @sim.red 's VRC Light Volumes! I have also decided to record video patchnotes: www.youtube.com/watch?v=ylRA.... I'm not @strasz.bsky.social , but it's fun to try. Download and docs on ltcgi.dev as usual.
youtube.com
LTCGI 1.7.0 Patchnote Video
YouTube video by pi
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RED_SIM @sim.red · 20/06/2026
VRC Light Volumes v.3.0.0 will support Area Light realtime texture emission, almost like LTCGI. Less physically accurate, but very performant!
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RED_SIM @sim.red · 11/06/2026
I watched "The Amazing Digital Circus: The Last Act" today. No context, so it's not a spoiler, but I made something related on VRC Light Volumes v.3.0. I can already imagine how great it will fit VRC chill worlds...
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RED_SIM @sim.red · 10/06/2026
Still working on VRC Light Volumes v.3.0 Here are some realtime shadows with volumetric fog... (Extremely expensive but cool)
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RED_SIM @sim.red · 31/05/2026
I really love new VRC Light Volumes shadows! But I have to tell you that realtime feature is very expensive, more expensive than Unity's default shadows. So such shadows should mostly be used in baked-realtime mode, when players can only receive shadows, but not cast.
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Reposted by RED_SIM
d4rkpl4y3r @d4rkpl4y3r.bsky.social · 26/05/2026
@sim.red refactored the LightVolumes.cginc and now the compile time increase is mostly gone compared to current v2.1.3
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RED_SIM @sim.red · 26/05/2026
New prototype of VRC Light Volumes real-time shadows! It uses EVSM сontact-hardening soft shadows. Performance seems good on PC, but I will do more tests. Finally something that looks better than what you can achieve in Unity by default!
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RED_SIM @sim.red · 23/05/2026
Realtime shadows in new VRC Light Volumes. Probably not what you actually want to have usually... But can be very useful if you want to rebake your shadows in runtime! It can be triggered just once and then you can go fully baked with no overhead.
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Reposted by RED_SIM
d4rkpl4y3r @d4rkpl4y3r.bsky.social · 18/05/2026
Took a quick video of the minecraft block renderer of my pool. youtu.be/edDpyBy3zzo
youtu.be
Minecraft blocks as the pool
YouTube video by d4rkpl4y3r
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RED_SIM @sim.red · 18/05/2026
Another thing that is going to be released with next version of VRC Light Volumes, is an in-game debugger tool! You'll be able to preview every volume, voxel, and point light. Works in any world that supports VRC Light Volumes.
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RED_SIM @sim.red · 16/05/2026
I'm working on a new major VRC Light Volumes update! - Baked realtime shadows (very performant) - Animated cookies and cubemaps - Optimized area lights - No more legacy code - Almost full back compatibility with older light volumes shaders (excluding new shadows)
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RED_SIM @sim.red · 05/04/2026
Do you remember the caps game from the 2000s? I thought it'd be cool to recreate it in VRChat as a game world where you can collect them. What rules did you use? (I know they varied by country)
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RED_SIM @sim.red · 01/04/2026
Light Volumes v.3.0.0 release! - Realtime lighting, speculars and reflections support - Fully path-traced global illumination (Quest compatible) - Spherical gaussians support - Even more performant! Full feature list here on github: github.com/REDSIM/VRCLi...
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RED_SIM @sim.red · 27/03/2026
Finally, finished my Divergence Meter casing! Will also need to make a proper firmware for it with ability to control it over Bluetooth/Wi-Fi
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RED_SIM @sim.red · 26/03/2026
Working on something... NOT SOON (TM)
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RED_SIM @sim.red · 18/03/2026
Just completed "Venture into the (Un)known" @vrchat.com event and discovered all the secret tapes!
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RED_SIM @sim.red · 16/03/2026
I think I have enough improvement ideas to make VRC Light Volumes 3.0. But more features means more if's and for's, which increases shader compilation time dramatically. Would be really nice to have global keywords specifically for Light Volumes, which would solve this issue.
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RED_SIM @sim.red · 08/03/2026
GPU Infinite Grass v.1.2.0 released! - Surface Normal support (better shading) - Correct light attenuation (was broken before) - Unity Fog support - Editor GUI improved - Other fixes Already available on Booth and Patreon: redsim.booth.pm/items/7997362 patreon.com/posts/150937...
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RED_SIM @sim.red · 25/02/2026
A very rough proof of concept of Baked Directional AO for VRC Light Volumes. I'm not sure if I want to integrate it into light volumes for real, but it could be a VERY performant solution to make super cheap realtime contact shadows.
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RED_SIM @sim.red · 24/02/2026
GPU Infinite Grass v.1.1.0 released! - Unity Terrain support - Surface Mask shader improved - New surface setup workflow - You can now draw grass on ceilings too - Fixed several bugs where grass wasn't rendering in VRChat or Play Mode redsim.booth.pm/items/7997362
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RED_SIM @sim.red · 23/02/2026
Testing GPU Infinite Grass with Unity Terrain... And I surprised how perfectly liminal it looks with just a default terrain texture!
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RED_SIM @sim.red · 22/02/2026
Working on the GPU Infinite Grass most requested feature: Unity Terrain support! Gonna be in the next update very soon, as well as lots of small bug fixes and improvements.
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RED_SIM @sim.red · 20/02/2026
It's only one hour left to get GPU Infinite Grass with 20% discount! redsim.booth.pm/items/7997362
redsim.booth.pm
GPU Infinite Grass - 軽量高速GPU草描画システム - RED_SIM - BOOTH
==================== Japanese ==================== 「GPU Infinite Grass」は、VRChat ワールドおよび Unity Built-in Render Pipeline の他プロジェクト向け草レンダリングシステムです。 単なるシェーダーではなく、GPU Instancing を使って草バッチを非常に高効率に描画するシステムです。 ...
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RED_SIM @sim.red · 19/02/2026
Today is the last day to get GPU Infinite Grass with 20% discount!
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RED_SIM @sim.red · 17/02/2026
I accidentally made the GPU Infinite Grass Booth page private for an hour or few... X_X Sorry for that! Now it's available again: redsim.booth.pm/items/7997362
redsim.booth.pm
GPU Infinite Grass - 軽量高速GPU草描画システム - RED_SIM - BOOTH
==================== Japanese ==================== 「GPU Infinite Grass」は、VRChat ワールドおよび Unity Built-in Render Pipeline の他プロジェクト向け草レンダリングシステムです。 単なるシェーダーではなく、GPU Instancing を使って草バッチを非常に高効率に描画するシステムです。 ...
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RED_SIM @sim.red · 17/02/2026
My new "GPU Infinite Grass" is finally out! Renders millions of grass blades to the horizon! Mobile/Quest-ready, Light Volumes support, bendable by players and objects. Available on Booth & Patreon. 20% off for the first 3 days! redsim.booth.pm/items/7997362 patreon.com/posts/150937...
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RED_SIM @sim.red · 03/02/2026
I remember it like it was yesterday...
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RED_SIM @sim.red · 28/01/2026
Hacking to the Gate
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RED_SIM @sim.red · 27/01/2026
I finally made the Divergence Meter prototype work! Now need to polish it and write a proper firmware.
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RED_SIM @sim.red · 23/01/2026
Mururururururururururururu!
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RED_SIM @sim.red · 23/01/2026
Just got some PCBs I designed from JLCPCB. I hope, this thing will work as expected!
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RED_SIM @sim.red · 22/01/2026
My grass system is now closer to the release! It's now possible to draw up to 3 types of grass, or even more, but randomized or sorted by size. You can draw it on top of any mesh with the brush instrument I provide, or with vertex color paint in Blender.
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RED_SIM @sim.red · 16/01/2026
I was bored today, so I made an ESP32 pixel-camera. Would be really cool to make it a real portable device, but I'm too lazy (have a grass shader to finish)
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