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Foggy Lights

Discussion in 'Assets and Asset Store' started by DavidMiranda, Apr 8, 2014.

  1. DavidMiranda

    DavidMiranda

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    Official thread for Foggy Lights Asset.

    Any useful info is welcome, bug report, features request... Feel free to express yourself.


    Asset Store link
     
  2. Play_Edu

    Play_Edu

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    great tool.
     
  3. DrewMedina

    DrewMedina

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    Looks cool, oculus rift compatible?
     
  4. DavidMiranda

    DavidMiranda

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    I don't have an Oculus SDK to test. But in theory, its should work because the Depth texture used is generated by Unity
     
  5. DrewMedina

    DrewMedina

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    Purchased... It works :) Nice tool
     
  6. DavidMiranda

    DavidMiranda

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    Nice! Questions, suggestions, feature request...anything you want, here we are.
     
  7. angelodelvecchio

    angelodelvecchio

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    I am really curious to ask you something offtopic,

    as I am a damn noob, i really would like to ask you how you get those beautiful lights in your scenes


    Many thanks
     
  8. DavidMiranda

    DavidMiranda

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    Which lights?
     
  9. nasos_333

    nasos_333

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    Does it affect back surfaces like GI does ?
     
  10. DavidMiranda

    DavidMiranda

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    Back surfaces? Anyhow, it works as any other point light.
     
  11. nasos_333

    nasos_333

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    Ok, i though it did some kind of global illumination trick too.

    At least that is what seems like in the asset pic below, but probably i misjudged the angle the surface sees the light and was just direct illumination.



    If the light does not directly see the back surface (the one we see and which seems to not look at the light), then it would be indirect illumination and seems so from the pic, at least for the blue light. But seems there is a small angle that the surface actually sees the light.

    Thanks for clarifying
     
    Last edited: Apr 10, 2014
  12. DavidMiranda

    DavidMiranda

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    I just baked the lightmaps :)
    I recommend you to check the videotutorial, so you can see it as it is.
     
  13. kaz2057

    kaz2057

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    Very nice effect

    I interested for this asset but can you explain me if it is the same of a billboard circle attached to light with alpha controller? :)
     
  14. DavidMiranda

    DavidMiranda

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    Nothing to do with textured billboards. It computes spherical light extinction and takes depth into account for soft intersections.
     
  15. lazygunn

    lazygunn

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    While i don't see much use for it myself, yet, i wonder if it could be a pretty neat special effect if the volume could be modulated by 3D noise of some kind, animated even. I guess it's not a volumetric effect in the classic sense (not that i'm any expert) but the extinction be able to be broken up? Changing intensities with this kind of modulation could get pretty intense!
     
  16. kaz2057

    kaz2057

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    Thanks for info.

    But what is the benefit of this approach than alpha billboard texture? Your approach is more expensive? ... I think yes ;)
    I ask because I use all assets just on mobile device.
    Thanks :)
     
  17. DavidMiranda

    DavidMiranda

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    It will give you a foggy/volumetric feeling. I did it because somebody using Fog Volume wanted to put lights inside it.
    A billboard will intersect with the environment, and it will rotate when you move around. Intersection + noticeable rotation is not desirable. This wont occur with Foggy Lights. It's easy to set up and the result is good.


    $13-04-2014 16-38-55.jpg

    Soft Intersections:
    $13-04-2014 16-50-03.jpg

    + Fog Volume
    $13-04-2014 16-55-15.jpg
     
    ylil13579 likes this.
  18. kaz2057

    kaz2057

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    HI David,

    I ask you if you can add foggy light also to conic / spot light to add a fog effect for example to headlight car.

    I would be a very interesting features ...

    Thanks
     
  19. hopeful

    hopeful

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    Those street lights with glass luminaire tops aren't in the Unity asset store, are they?

     
  20. DavidMiranda

    DavidMiranda

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    No, this was for a freelance I did.
     
  21. hopeful

    hopeful

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    Are they included in the asset? I'm trying to model a US park scene where they'd fit right in.
     
  22. DavidMiranda

    DavidMiranda

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    No Sir, there isn't any art content in the package.
     
  23. TechnicalArtist

    TechnicalArtist

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  24. kaz2057

    kaz2057

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    Up :)
     
  25. mitchtheriault

    mitchtheriault

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    This seems like a good little tool
     
  26. DavidMiranda

    DavidMiranda

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    Thanks for the suggestion. It would be possible with some math. I'll add it to my TODO list.
    Cheers.
     
  27. DavidMiranda

    DavidMiranda

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    Upcoming update announcement

    • New feature
      • Foggy Lights is connected now with Fog Volume. By adjusting Fog Volume Visibility, Foggy Lights will be also attenuated.


    • Bug Fix
      • Effect won't disappear any more in editor mode
     
    ylil13579 likes this.
  28. pojoih

    pojoih

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    Thanks for this awesome effect, will use this in our game Darkfield VR.
    I also read your blog and I'm pretty impressed. Some nifty work you've got there.
    Do you have plans to make the fog volume affected by real point- spotlightsources in later builds or is this too hard for real time rendering?
    I'm also thinking of a combination with lightmapping to color the fog where it's affeced by lightsources but sadly the beast lightmapper can't be accesed via scripting. Or am I wrong?
     
  29. DavidMiranda

    DavidMiranda

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    Thanks for your comment.

    I really tried to lit fog the way you have suggested. I had no luck, and that's the reason why I ended up creating Foggy Lights :)

    Tinting Fog with lightmaps doesn't sound possible if you ask me.

    Revision 1.02 is waiting for approval. As mentioned above, you can connect Foggy Lights with Fog Volume to control it's visibility. As an extra, it's been tested on mobile succesfully.

    $MobileTest.jpg
     
  30. pojoih

    pojoih

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    I will look into your shader code when I've got some time. Maybe I find a way to get to fog light affected.
    But not today! I didn't watch your video to the end and spend the last hour to get the light attenuation working just to see it's in the next version. That's the sign to stop working for today :D
     
  31. sloopidoopi

    sloopidoopi

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    Hi,
    I tested Foggy Lights and have some problems or misconceptions with the Asset. I only see the Foggy Lights when I turn off the DX11 mode. But if I want to use it in combination with the FogVolume Asset I have to turn on DX11 mode. So how should this work? Or is there a bug? I use Unity 4.5.1 with the latest FoggyLights release (1.02)
     
  32. DavidMiranda

    DavidMiranda

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    You can check here it works on both



     

    Attached Files:

  33. sloopidoopi

    sloopidoopi

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    Hm.
    it didn't work on my machine (ATI Radeon 7700 Series) when I turn on Direct3d 11. (I'm on WIndows 7 64 bit)

    Another problem I realized is that Unity crashed every time when I turn off the 'Attach Light' option and the attached light is enabled. :(
     
  34. sloopidoopi

    sloopidoopi

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    Any news on that problem?
    I made some screenshots from the sample scene.
    I'm frustrated that it doesn't work on my machine. :( . Can anybody confirm these problems?
     

    Attached Files:

  35. KWaldt

    KWaldt

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    Hello!

    I just bought this asset and it looks beautiful so far.
    However, if I use it with the standard Unity fog, the glow is always on-screen (in the fog colour), shining through objects.
    (It looks kinda weird to see glowing points though the terrain.)
    Is there a way to avoid this? It works fine without fog, but I'd rather keep it.

    - KW
     
    Last edited: Nov 2, 2016
  36. sloopidoopi

    sloopidoopi

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    I finally got it work! :) I had to update my Catalyst driver to the latest version. Had an two years old one running.
    (But the problem with crashing when turn off an attached light still remain)
     
  37. KWaldt

    KWaldt

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    Edit: Alright, found the solution. =)
    Added "Fog { Mode Off }" to "FoggyLight.shader".

    - KW
     
    hilllo likes this.
  38. negativecap

    negativecap

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    Foggy lights are awesome! Really look cool on my flickering torches. But I'm running into a problem. I need to have the foggy light nested in a prefab, and when I put it in there with a particle system the particles for some reason render through opaque geometry. With the foggy light disabled the particles are occluded. This is no good, and I'm wondering if you have any thoughts? (That's a character standing in front of a line of torches, and you can see torch fire through his chest!)

    FoggyLights.gif
     
  39. hollywoodcolor

    hollywoodcolor

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    Can you do black fog lights?
    And could you then scale them just on y in order to do fake shadows or dust?
     
  40. Quickfingers

    Quickfingers

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    gorgeous! Gonna put this on the wish list, glad to see they are volumetric and not a faked billboard effect
     
    DavidMiranda likes this.
  41. DavidMiranda

    DavidMiranda

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    Are you using Fog? If so, can you try the fix Endorphin mentioned?
     
  42. DavidMiranda

    DavidMiranda

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    This is an additive effect because it's meant for lighting effects. You could try to change the blend mode.
    We can't scale it in a specific axis because the shape is defined by code.
     
  43. NickHVenden

    NickHVenden

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    Bought both FoggyLights and Fog Vol. Wonderful work, but the materials and shader i.e., the "FogMaterial" and its shader are hidden--not available outside of your demo scene. What am I missing? I'm in OS using Unity 4.5.5f1
    Thank you, looking forward to using this in my projects.
     
  44. DavidMiranda

    DavidMiranda

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    Hi!. Well, you don't really need the material for anything. All the parameters are exposed in the object.
     
  45. NickHVenden

    NickHVenden

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    So great to have your instant reply.
    Solved what I was doing wrong:
    When I built a Foggy Light or a Fog Vol starting from an empty object, I needed to add the mesh filter and renderer before adding the script. Everything seems fine now.
    What you've created is really a beautiful solution for my "arty" project (about evanescence, spirit....)
    Thank you David!
     
  46. DavidMiranda

    DavidMiranda

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    Thanks. But... do you know there is a FoggyLight and FogVolume "creator"? Or maybe you are creating them in execution time?
     
  47. NickHVenden

    NickHVenden

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    I'm getting some stunning effects by gently moving the fog, with its gradient, up/down along the Y axis.
    Your fog, as mist moving across the Unity ProWater, looks great as well.

    Yes the "creator" is there. I was thinking I had to build these at runtime/play, quasi-procedurally.
    As they say, the Allgor/ Sky Manager is not compatible. Maybe someday....?
    Thank you so much.
     
  48. DavidMiranda

    DavidMiranda

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    Allgor? Sky Manager? Do you mean Marmoset?

    2014-12-10_13-31-41.jpg

    About the crash when detaching the light component. I didn't crash before, but anyway, I have realized it's better to turn it off instead removing it. By doing so you will be able to keep your light parameters. I have also added Fog { Mode Off }
    I'll upload it right now!
     
  49. DrewMedina

    DrewMedina

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    I'm having an issue... when I create a foggy light, I get this error. I'm not getting it in the sample scene...
    Thanks

    NullReferenceException: Object reference not set to an instance of an object
    FoggyLight.OnEnable () (at Assets/FoggyLights/FoggyLight.cs:62)
     
    Last edited: Jan 20, 2015
  50. imaginationrabbit

    imaginationrabbit

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    I just purchased foggy lights- it was working well for a few minutes then all of a sudden it stopped working, the light turned pink and I'm getting these errors

    It was working well- didn't change anything so I'm not sure what to do- any ideas? Thanks- On Unity 4.6.1 btw