VRSL GI (DMX): The GI Setup Script - AcChosen/VR-Stage-Lighting-GI-ShaderPack GitHub Wiki
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The VRSL GI Setup Script
The GI Setup Script is how you set up the actual GI Fixtures or "Points" on your VRSL Fixtures. Each Setup script needs to reference a VRSL DMX Light script, but that DMX Light script doesn't actually have to be bound to a DMX mesh/material to use the GI Setup Script. This allows for an interesting combination of different modes called Light Types
which change how the setup script actually functions and where it's getting its lighting data from.
The purpose of this script is to describe the functionality of a GI point as well as give baseline information such as its intensity, position, and movement capabilities. The GI Manager treats each instance of this script as one "Light", with a default maximum of 32 being usable for one scene (64 hard limit).
This page will go over the general functions/parameters of the GI Setup Script that are consistent across all the different Light Types
. Links to subpages that go over each Light Type
in detail will be provided at the bottom of this page and are also available in the sidebar.
Variables and Functions
-
Target DMX Light
- The targeted VRSL DMX Light Script. Each GI Setup Script needs to have a reference to at least one DMX Light Script in order to function. This is where it will get basic DMX-related information like target channel and universe to attempt to read from for the basicFixture
light type. You can hit theSet VRSL Light
button to have the script attempt to find a VRSL DMX Light script in its current GameObject or its parent. -
VRSL GI Manger
- The VRSL GI Manager script this setup script is bound to. This gets auto-populated when theGet All VRSL Lights
button is pressed on the GI Manager and this script is active. -
Is Enabled
- This toggles this GI Point on or off. The GI Point still counts toward the total light count, but will only output black, so it does not actually have an impact on the rendering performance. This is useful for disabling or enabling GI points for different stages. So one stage does affect the performance of another. -
GI Manager Index
- The index of this GI Point as listed in the scene's GI Manager. -
DMX Channel
- The current DMX channel being read fromTarget DMX Light
. -
DMX Universe
- The current DMX universe being read fromTarget DMX Light
. -
GI Intensity
- The base intensity of this GI point. Its scaling is similar to that of a Unity Point Light. -
Light Range
ORWide/Narrow Beam GI Range
- The range of this GI point. It is similar to that of a Unity Point Light. The smaller the number, the larger the range. TheWide/Narrow Beam
variant is for 13CH+ConeWidth mode only, where the beam radius/cone width affects the range of the light, and those sliders sets separate ranges for when the beam is narrow and when the beam is wide. -
Light Type
- This is the functionality type of the VRSL GI Setup Script. There are 4 separate types:Fixture
,Function
,DMX Mixture
, andRender Texture
. -
Shadow Mask
- This drop-down allows this GI Point to be affected by a shadow mask. You can choose betweenMask 1
,Mask2
,Mask3
, orOff
which is no mask at all. Those masks correspond with the shadow mask selections VRSL GI enabled shaders like the VRSL GI Standard Shader.Shadow Mask Channel
- This determines which channel on the selected shadow mask to read from. You can choose betweenR
,G
,B
, andA
.
-
Use Pan?
- Enable or Disable pan capabilities for this GI point (13CH
&13CH+ConeWidth
only).Pan Amount
- A wet/dry slider that controls how much the pan channel affects the position of the GI point. This range is a linear interpolation between its starting position and the new calculated position from the pan channel. 0 is no effect, and 1 is the full effect.Current Pan Offset
- The Pan Offset parameter read from theTarget DMX Light
.Min/Max Pan Range
- The Pan Range parameter read from theTarget DMX Light
.Invert Pan?
- The Pan Invert parameter read from theTarget DMX Light
.
-
Use Tilt?
- Enable or Disable tilt capabilities for this GI point (13CH
&13CH+ConeWidth
only).Tilt Amount
- A wet/dry slider that controls how much the tilt channel affects the position of the GI point. This range is a linear interpolation between its starting position and the new calculated position from the tilt channel. 0 is no effect, and 1 is the full effect.Current Tilt Offset
- The Tilt Offset parameter read from theTarget DMX Light
.Min/Max Tilt Range
- The Tilt Range parameter read from theTarget DMX Light
.Invert Tilt?
- The Tilt Invert parameter read from theTarget DMX Light
.
-
Current Position
- The current base position of the GI point. This is based on the position of the GameObject holding theTarget DMX Light
script. -
Current Rotation Forward
- The current base forward direction of the GI point. This is based on the position of the GameObject holding theTarget DMX Light
script. -
Current Rotation Up
- The current base up direction of the GI point. This is based on the position of the GameObject holding theTarget DMX Light
script. -
Current Offset
- The current positional offset from the current base position. This vector is relative to the base position from theTarget DMX Light Script
. In the scene view, you can actually see where the final position of the GI Point will be based on a white cube gizmo. You can see the white cube gizmo move when you change this offset vector.
-Update Light
- Force Updates the data and GI Textures to grab the new changes from this script. It is useful to press this during play mode to see your changes update in real-time.
The data at the bottom of the script represents the same information above but in vector format. It is also the same data that is listed in the GI Manager script.