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[50% OFF] Next Gen Mobile Lighting Box 2021 (Android / iOS)

Discussion in 'Assets and Asset Store' started by UnityLighting, Dec 7, 2017.

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Chooce your working options:

  1. Unity older versions

    1 vote(s)
    4.5%
  2. Unity 5.6

    9 vote(s)
    40.9%
  3. Unity 2017

    13 vote(s)
    59.1%
  4. Android

    13 vote(s)
    59.1%
  5. iOS

    8 vote(s)
    36.4%
  6. Games

    11 vote(s)
    50.0%
  7. ArchViz

    3 vote(s)
    13.6%
  8. Unity 2020

    2 vote(s)
    9.1%
  9. Unity 2019

    0 vote(s)
    0.0%
Multiple votes are allowed.
  1. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,074
    OS Android 5.1 (Lollipop), upgradable to 6.0.1 (Marshmallow)
    Chipset Qualcomm MSM8916 Snapdragon 410
    CPU Quad-core 1.2 GHz Cortex-A53
    GPU Adreno 306

    1. dir light + exactly same settings (baked light and res settings was not same. Just compare performance and not quality) 4x ms AA + high shadows
    1.jpg
    2.jpg
     
    Last edited: Apr 23, 2018
    MAJID_3D and optimise like this.
  2. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    724
    Hi @LightingBox2. Do u mean if lightweight pipeline has 30 lightmap resolution the fps will become super low?

    Anyway I think they still working on mobile optimization and I see they planned to improve Mobile Rendering at Unity 2018.3.
     
    MAJID_3D likes this.
  3. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
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    lightmap resolution is not related to the fps. both are same

    Mobile games must have baked lighting. In baked lighting it's not important which pipeline you have used. Or which unity version has been used . Unity 3 = 4 = 5 = 2017 = 2018 in baked mode .all game engines are ~ same in baked lighting
     
    MAJID_3D likes this.
  4. GrichDesign

    GrichDesign

    Joined:
    Mar 29, 2013
    Posts:
    25
    Hello. The Unity Standard assets doesn't have the image effects that this is looking for. Are you referencing an old version of the standard assets?
     
  5. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,074
    Legacy Image Effects From store
     
    MAJID_3D likes this.
  6. GrichDesign

    GrichDesign

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    Mar 29, 2013
    Posts:
    25
    Okay rad, that worked. In the docs that come with it you say to use the standard assets package.

    Next question. My camera spawns on startup. How do you handle that situation or swapping cameras during the scene?

    Other than that, this is looking good so far. Just need to hook it up to the cameras at load so I can do a test build
     
    MAJID_3D likes this.
  7. UnityLighting

    UnityLighting

    Joined:
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    Posts:
    3,074
    Drag your player into the scene and apply effets
    Then spawn it at runtime in Awake function
     
    MAJID_3D likes this.
  8. UnityLighting

    UnityLighting

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    Posts:
    3,074
     
    Last edited: Mar 13, 2019
  9. MAJID_3D

    MAJID_3D

    Joined:
    Jul 4, 2018
    Posts:
    12
    I used Mobile Lighting Box
    Incredible
    I used it for interior design
    Here you can see the result


    1.png 5.png
     

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  10. MAJID_3D

    MAJID_3D

    Joined:
    Jul 4, 2018
    Posts:
    12
  11. MAJID_3D

    MAJID_3D

    Joined:
    Jul 4, 2018
    Posts:
    12
    I will upload APK soon;);););););););)
     
  12. MAJID_3D

    MAJID_3D

    Joined:
    Jul 4, 2018
    Posts:
    12

    Attached Files:

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  13. MAJID_3D

    MAJID_3D

    Joined:
    Jul 4, 2018
    Posts:
    12
    Last edited: Apr 19, 2019
  14. MAJID_3D

    MAJID_3D

    Joined:
    Jul 4, 2018
    Posts:
    12
    Using Mobile Lighting Box
    I will upload APK soon.
    Tell me your feedback

    "I can do your lighting projects."
    Contact me : majid_3d@yahoo.com
    3.png 2.png
     

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  15. MAJID_3D

    MAJID_3D

    Joined:
    Jul 4, 2018
    Posts:
    12
  16. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,074
  17. UnityLighting

    UnityLighting

    Joined:
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    The package works well on the latest version of Unity 2019.2.11f1

     
  18. adamz

    adamz

    Joined:
    Jul 18, 2007
    Posts:
    1,060
    @LightingBox2

    Hi, are you doing anything special with the post processing other than installing legacy and using that? I wasn't sure if you were optimizing it in some way to get better performance.

    Thanks.
     
  19. onelly23

    onelly23

    Joined:
    Sep 13, 2018
    Posts:
    4
    I imported this asset to 2019 unity and it says its not compatible but in your description it says it is. I have so many errors after importing.
     
  20. onelly23

    onelly23

    Joined:
    Sep 13, 2018
    Posts:
    4
    I don't think it works well in 2019.2.9 After importing I'm having the type or namespace name 'sunshaft could not be found error. Please help me.
     
  21. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,074
    Built in pipeline using Mobile lighting box
    URP with "Baked Lit" material
    Scene fully baked without realtime lighting (You must always use baked lightmapping for mobile devices to get maximum quality and performance on any pipeline , this is the logic of the Unreal Engine)
    Lights settings(intensity,color,sky light) are not the same between scenes
    The settings are 100% the same between two pipelines (no realtime lights,no reflection probes, no anti aliasing, both forward,no shadows)

    URP post effects:
    Tonemapping ACES
    Gamma
    Color adjustment (contrast,exposure,saturation)
    Vignette

    Built in effects (from Mobile Lighting Box):
    Vignette
    Tonemapping ACES
    Gamma
    Color adjustment(contrast,exposure,saturation)

    URP Material : Baked Lit
    Built In Material : Mobile diffuse

    BIN_4k.png BIN1080P.png URP_4K.png URP_1080.png
    BIN_4k.png
    URP_4K.png

    BIN1080P.png
    URP_1080.png

     
    Last edited: Oct 14, 2020
  22. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,074


    asdsadasd.jpg sadsd.jpg sadsdasd.jpg Untitled.jpg sadsad.jpg
    asdsadasd.jpg
    sadsdasd.jpg
    sadsad.jpg
     
    Last edited: Oct 14, 2020
    Fibonaccov likes this.
  23. UnityLighting

    UnityLighting

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    Mar 31, 2015
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    3,074
  24. UnityLighting

    UnityLighting

    Joined:
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    Archive screenshots:
    photo_2018-03-19_06-12-25.jpg
    photo_2017-12-09_14-55-26.jpg
    photo_2017-12-10_14-41-37.jpg
    photo_2017-12-13_08-08-05.jpg
    photo_2018-03-14_13-12-15.jpg
     
  25. UnityLighting

    UnityLighting

    Joined:
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    3,074
    Why we should use this asset:
    - Using this asset, you can get the highest performance in Unity
    - Achieve the highest quality
    - Multiply your work speed
    - Use the author experiences of this asset(20,000 hours of lighting experience)

    I still use the built-in pipeline because:
    - URP and HDRP are very time consuming
    - Their settings are dumb and cluttered
    - They are not standard
    - Their quality is lower than built-in
    - Their performance is less than built-in
    - Amplify Shader Editor is much better and bigger than shader graph
     
    Last edited: Feb 3, 2021
  26. adamz

    adamz

    Joined:
    Jul 18, 2007
    Posts:
    1,060
    @UnityLighting

    Hey, have you ever tested your assets with VR? Which asset of yours would you recommend if I'm using the standard pipeline? Thanks.
     
  27. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,074
    hi
    Works well on multi-pass mode
    The effects of mobile lighting box are highly optimized and has good performance even on low-end devices
    I already tested in 3 years ago
     
  28. adamz

    adamz

    Joined:
    Jul 18, 2007
    Posts:
    1,060
    Well Im running the Quest 2. So I'll try your mobile lighting out for Quest games. What about for VR for desktop, what would you recommend since I'm using standard?
     
  29. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
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    try the Built-In Lighting Box 2 (NextGen Lighting Solution)
    for desktop
     
  30. adamz

    adamz

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    Jul 18, 2007
    Posts:
    1,060
  31. UnityLighting

    UnityLighting

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    Yes. Uploaded Mobile Lighting Box to the 2020.2 version . contact me to get it now
    Built-In Lighting Box 2 (NextGen Lighting Solution) works well on every unity version
     
  32. UnityLighting

    UnityLighting

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    Mobile Lighting Box Built-In :
    1.jpg
    2.jpg
    3.jpg
    4.jpg
    5.jpg
     
    adamz likes this.
  33. UnityLighting

    UnityLighting

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  34. UnityLighting

    UnityLighting

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    3.jpg
    4.jpg
    5.jpg
    2.jpg
    1.jpg
     
    Last edited: Feb 7, 2021
  35. UnityLighting

    UnityLighting

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    Mar 31, 2015
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    New update for unity 2020.2 will be available soon
    - Added auto profile settings
    - improved the default settings
    - Fixed small bugs
    1.jpg
    3.jpg
    4.jpg
     
    Last edited: Feb 10, 2021
  36. UnityLighting

    UnityLighting

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  37. UnityLighting

    UnityLighting

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    Mobile Lighting Box (maximum performance), runs on onboard GPU:
    1.jpg
    2.jpg
    3.jpg
    4.jpg \
    313.jpg
     
  38. tonyyroman1993

    tonyyroman1993

    Joined:
    Apr 14, 2020
    Posts:
    5
    hell o import with unity 2020.2.f1
    I get the error


    Assets \ MobileLightingBox \ Scripts \ LB_MobileLightingBox.cs (11,27): error CS0234: The type or namespace name 'ImageEffects' does not exist in the namespace 'UnityStandardAssets' (are you missing an assembly reference?)

    Assets \ MobileLightingBox \ Scripts \ LB_MobileLightingBoxHelper.cs (14,27): error CS0234: The type or namespace name 'ImageEffects' does not exist in the namespace 'UnityStandardAssets' (are you missing an assembly reference?)

    Assets \ MobileLightingBox \ Scripts \ LB_MobileLightingProfile.cs (4,27): error CS0234: The type or namespace name 'ImageEffects' does not exist in the namespace 'UnityStandardAssets' (are you missing an assembly reference?)

    Assets \ MobileLightingBox \ Scripts \ LB_Settings.cs (14,27): error CS0234: The type or namespace name 'ImageEffects' does not exist in the namespace 'UnityStandardAssets' (are you missing an assembly reference?)

    Assets \ MobileLightingBox \ Scripts \ LB_MobileLightingBoxHelper.cs (548,62): error CS0246: The type or namespace name 'SunShafts' could not be found (are you missing a using directive or an assembly reference?)

    Assets \ MobileLightingBox \ Scripts \ LB_MobileLightingProfile.cs (79,9): error CS0246: The type or namespace name 'SunShafts' could not be found (are you missing a using directive or an assembly reference?)

    Assets \ MobileLightingBox \ Scripts \ LB_MobileLightingBox.cs (23,9): error CS0246: The type or namespace name 'SunShafts' could not be found (are you missing a using directive or an assembly reference?)
     
  39. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
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    New update has been uploaded on the asset store for Unity 2019 lts and 2020.2:
    Update 1.5 (march 2021):
    - Fixed buttons UI when using dark mode in unity editor
    - Added Kino bloom effect (mush better result). Optimized for mobiles
    - Improved default settings
    - Added "Mobile Fake PBR" shaders
    - Added more tutorial videos
    - Uploaded unity 2020.2 compatible version
    - Added day night cycle helper prefab
    - Removed unnecessary effects from assets folder
    1.jpg
    5.jpg
    2.jpg
    3.jpg
    4.jpg
     
    Last edited: Apr 15, 2021 at 11:08 AM
    adamz likes this.
  40. UnityLighting

    UnityLighting

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    3,074
  41. UnityLighting

    UnityLighting

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  42. UnityLighting

    UnityLighting

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