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Lighting Box 2 Next-Gen Lighting Solution

Discussion in 'Assets and Asset Store' started by UnityLighting, Jun 9, 2017.

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Unity Version

  1. 5.4

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  4. 2017

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  1. antoripa

    antoripa

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    Hi,
    the terrain for sample scene is missing in the package.. can you share that ?
     
    MarkusGod likes this.
  2. UnityLighting

    UnityLighting

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    Which sample scene? 1.5 GB sample scene or which you have downloaded from asset store ?
    if you can, send me its screenshot
     
    antoripa likes this.
  3. antoripa

    antoripa

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    yep . sending a pm
     
  4. UnityLighting

    UnityLighting

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    Oh Terrain data is always created in assets folder
    I'm sorry
     

    Attached Files:

    antoripa likes this.
  5. Gametyme

    Gametyme

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    Can you pm me the terrain too?
     
  6. UnityLighting

    UnityLighting

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    Uploaded into the post
    The terrain is simple
    You can use 1.5 gb sample scene terrain or make a new one using free noise brush tool from asset store.
     
  7. UnityLighting

    UnityLighting

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    New quick start video in 20min is uploading now :


    photo_2017-08-06_13-25-04.jpg photo_2017-08-06_13-25-07.jpg
     
    Gametyme likes this.
  8. UnityLighting

    UnityLighting

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    I have recorded 6-7 new videos about more techniques :
    Particle systems
    Fake Volumetric fog(frostbite style) with my custom optimized shader
    Simple modeling in Maya, texturing in Substance Painter
    Terrain specularity setup for textures using Adobe Photoshop
    and some thing more ...

    photo_2017-08-06_14-44-03.jpg photo_2017-08-06_14-44-08.jpg photo_2017-08-06_14-44-09.jpg photo_2017-08-06_14-44-13.jpg photo_2017-08-06_14-47-00.jpg
     
    Virtuadreamer likes this.
  9. UnityLighting

    UnityLighting

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  10. buttmatrix

    buttmatrix

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    @aliyeredon2 I love your videos, but you should consider recording audio. I think typing into notepad, or having no audio at all, is generally frowned upon in tutorial videos. #justathought
     
  11. UnityLighting

    UnityLighting

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    Upcoming update with new models and more than 10 new videos

    photo_2017-08-07_00-29-25.jpg photo_2017-08-07_00-29-33.jpg photo_2017-08-07_00-29-37.jpg photo_2017-08-07_00-30-33.jpg
    photo_2017-08-07_00-29-25.jpg
     
  12. UnityLighting

    UnityLighting

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  13. UnityLighting

    UnityLighting

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    My mobile fps game experience for a indie studio about 1 years ago with 30fps on Mali400

    Screenshots from Xperia Z Ultra
    com.war.war41.jpg com.war.war43.jpg com.war.war44.jpg
     
    Last edited: Aug 7, 2017
    TeagansDad and Gametyme like this.
  14. KRGraphics

    KRGraphics

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    I'm confused on what this exactly does... is it a replacement for the skybox settings? And will I be able to use my own skies with this?
     
  15. UnityLighting

    UnityLighting

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    This is an all in one tool to configure your all lighting settings based on my experiences with just a few clicks. A something similar to Cry and Unreal engine (automatically configure hard part of the lighting settings that needs just long time experiences). You can focus on material setup instead of lighting setup (it's very hard )
    Lighting settings :
    - Post effect setup
    - Graphics setup
    - Camera setup
    - Automatically add Post processing Stack, Volumetric Lights and volumetric fog components and set all settings to maximum quality per performance.
    + Some models, scrips and demos + videos about how to setup or config into different scenes.

    All effects and shaders are from unity own, so you don't needs other tools or shaders and you have maximum compatibility across different platforms

    The result is based on my 3 month challenging with Unreal and unity different assets and my 10 years gaming experiences
     
  16. Gametyme

    Gametyme

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    Will the videos be on utube?
     
  17. UnityLighting

    UnityLighting

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    some of them , yes
     
  18. MarkusGod

    MarkusGod

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    By the way, do you know how to fix Volumetric Lights and volumetric fog to work correctly with tree billboards? It does not affect them.
     
  19. UnityLighting

    UnityLighting

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    You need to change billboards shaders. I will check it. try standard shader transparent mode
     
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  20. coverpage

    coverpage

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    I would like to suggest that you create a "Light Box Pro" asset where there are many lightbox settings for indoor and outdoor and the user has to just select and sell at a higher price. This kind of integrated solution is typically more popular. Because these setups can be a matter of taste, and it's hard to justify purchasing 1 particular setup. Just a suggestion.
     
  21. UnityLighting

    UnityLighting

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    Outdoor lighting box is for all indoor and outdoor scenes that has been focused on games
    Archviz lighting box has been focused on non-game styles and it's for Architectural projects.

    i will make more videos about indoor/outdoor samples when i have completed Post Processing Stack 2 integration with volume support.
     
  22. coverpage

    coverpage

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    I see, so your archviz Paris asset is your only archviz lightbox or will we see many more archbiz lightboxes assets.
    Also the outdoor lighting box, will we see many more outdoor lightboxes. If the answer is no, then it's perfect as we have two clear solutions.
     
  23. UnityLighting

    UnityLighting

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    1. Out Door Lighting box for games (Frostbite style)
    2. ArchViz Lighting Kit for architectural visualization (Unreal Engine Style )
     
  24. UnityLighting

    UnityLighting

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  25. UnityLighting

    UnityLighting

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    My first weapon modeling experience (clone of the purchased asset):
    has been made for lighting box fps demo
    photo_2017-08-07_12-21-14.jpg
     
    coverpage likes this.
  26. neoshaman

    neoshaman

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    I do a good job, but I don't think we are there yet, but I think it's more a difference between player and artist, people who are the most adamant comes from a art background, and even in these comparison there is something that irk me at a visceral level about these unity render, but maybe they need a bit more of an art pass to balance the final setting. I keep an eye on this thread to precisely train my eyes in those difference so that when I arrive at the lighting stage of my project I have a better place to start.

    However I see you are going for mobile too, I mentioned the mali 400 because it's the most popular chip on mobile right now, so most game will be on that chip (unity stats 2017). Seeing your reflection remind me of something.

    I have found this and was amazed on how in depth (explain is just a few step how enlighten actually work and how to implement it) and easy to read it was:
    https://static.docs.arm.com/100140/..._mobile_gaming_graphics_100140_0303_01_en.pdf
    It's useful beyond mobile and mali chip and address everything lighting in term of optimization. They also have a useful cubemap refraction shader.

    Most notable was their cubemap shadow casting optimization that can benefit beyond mobile (p120 chap 6.4). Very similar to the reflection tech.
     
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  27. UnityLighting

    UnityLighting

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    BF style lens flare setup using unity own flare component (+ making of video)
    Benefits :
    1. Maximum performance (2x2 textures) so it's usable on mobile platforms
    2. Artist friendly (has been made in photo editing software)


    photo_2017-08-07_23-23-43.jpg photo_2017-08-07_23-23-45.jpg photo_2017-08-07_23-23-47.jpg photo_2017-08-07_23-23-48.jpg photo_2017-08-07_23-23-37.jpg
    photo_2017-08-07_23-23-47.jpg
    photo_2017-08-07_23-23-45.jpg


    I already used all possible optimization techniques in my mobile builds. The unity 4 is the best choice for low end mobile devices

    Final settings should be applied after completing all models,, materials and textures
     
    Last edited: Aug 8, 2017
    neoshaman likes this.
  28. UnityLighting

    UnityLighting

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    BF lens flare style video (reduced brightness after video recording)



    DX11.jpg

    In my old Landscape Auto Materializer test, performance was not good. But in my new setup performance is 30% better than UE settings
    Also LAM is OK from performance side

    i will more test on this asset usability
     
    ftejada and Virtuadreamer like this.
  29. UnityLighting

    UnityLighting

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    4K renders
    All unity effects are OK, but settings are... without any tutorial



     
  30. UnityLighting

    UnityLighting

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    Performance : 30-40 fps maximum settings (medium shadow) in 1080P - GTX960 ~7m tri
    10 fps 4K resolution
    Post Processing Stack 2




     
    mk1978, Virtuadreamer and coverpage like this.
  31. coverpage

    coverpage

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    Just purchased your outdoor asset. I will give it a try. Really like all your render here
     
  32. UnityLighting

    UnityLighting

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    Thank you
    New update will be a lot better than current one with new solutions and techniques
    I'm working now on materials, smoke shaders, lens flares and ...
     
    Gametyme likes this.
  33. coverpage

    coverpage

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    Great to hear that! Looking forward to it.
     
    UnityLighting likes this.
  34. UnityLighting

    UnityLighting

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    Current version for 5.4.1 :
    Webp.net-gifmaker (64).gif
     
    ftejada likes this.
  35. coverpage

    coverpage

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    Hi, I just tried and yes I think it's useful. This asset is a "preset" for simple lighting setup (simple as in not many lights as it's the outdoor sun), skybox and lastly the post processing stack (the asset). So you are loading preset values for post processing and scene setup. This preset values is done to emulate UE and other desirable styles, and evidently the author is skilled.

    I like this idea very much, when you want a good place to start, you don't want to start for Unity's default. You start with something that already looks good. So it's properly useful.

    That said, as it is now the settings are just 4. For post processing, I would like to request that there's more styles copied from game engines and popular games. For example:

    Over-the-top bloom type like the Last Guardian:



    High Contrast Toon type:



    Muted tones of Diablo:


    And for lightbox, maybe you can have settings for the popular paid skybox AllSky https://www.assetstore.unity3d.com/en/#!/content/10109 . That way you can properly show different settings like night and day, fantasy, toon etc. Rather than having only color ambience for all.

    Anyway thanks for your hard work so far.
     
    ftejada, buttmatrix and Migueljb like this.
  36. witcher101

    witcher101

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    Can you post any great screenshots from webgl??
     
  37. UnityLighting

    UnityLighting

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    WebGL result is same as DX11 with some limitation :

    HDR does not supported on ES3.1 API. So you can only use an static exposure value for the scene brightness.

    Also Linear Color Space is only available in 2017.2 unity build

    Also webGl build is a bit slower than native PC build
     
  38. UnityLighting

    UnityLighting

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    I'm working now on different assets to find the best ones to integrate into lighting box. I have purchased CTS a few weeks ago but i couldn't download it from asset store duo to large file size without resume mode . I will check it out again.

    Landscape Auto Material results:
    +++
    - Very easy to create fantastic terrain
    - Fantastic displacement shader
    - Maximum terrain shader performance in runtime

    ---
    - Editor performance is not good

    New update has more features rather than Post Effect setups+ Making of videos

    Also i will adding different scene style selection to setup scene lighting based on different scene styles (as screenshots )
     
    ftejada likes this.
  39. coverpage

    coverpage

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    Sounds great. CTS has a fast growing fanbase so it makes sense.

    Just a suggestion, instead of drag and drop, maybe your asset can auto detect all the available setting files for both light box and post processing settings and list them in a drop down menu.

    If a setting file need a dependency (such as CTS) and the dependency is not available, then it will be filtered out and not shown in the drop down menu.

    This way you can have any number of setting files requiring any number external assets, only those which the user has will be shown. So there's no confusion.
     
    sadicus and ftejada like this.
  40. UnityLighting

    UnityLighting

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    Good suggestions.
     
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  41. UnityLighting

    UnityLighting

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    OK
    Finlay i can get CTS .

    What is CTS ?
    It's a complete mid-range terrain shader with some useful features like Snow support.

    Is it complete ?
    No at all. It's just a simple shader for tessellation support with lower performance compare to Displacement shader from LAM.

    Why has 2.4 gb download size ?
    Textures + Demos

    What is Landscape Auto Material ?
    Most UE wonderful nature scene has been made using this tool. I want to tell this more clear, drag and drop and get amazing results!!!

    Why people has write some bad reviews ?
    Because it's not optimized when you are painting and has not clear tutorials

    Don't compare LAM with other tools. It' an amazing auto terrain generator (with paint) to create amazing terrains. The runtime performance has solid 60fps compare to 50 fps using CTS
    The displacement shader is far ever better than tessellation from quality side

    LAM workflow is very easy but it's not smooth.

    I can not say that you can buy it right now. Because I need more testing.I just tested the ground painting. It's OK

    The main problem is Foliage system bad performance duo to its LOD system
     
    Last edited: Aug 8, 2017
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  42. buttmatrix

    buttmatrix

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    I have literally heard nothing good about LAM
     
  43. UnityLighting

    UnityLighting

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    Terrain shader performance was great compare to CTS
    Quality is the best one similar to UE
    Painting is more smooth

    Everything is OK after reading documentation and some practice :

    Developer is a powerful guy that can make everything in terrain editing. But after some bad reviews and get less sales, he left the support. The asset quality is over than AAA ,compare to other unity terrain tools. You can see LAM in lots of UE terrain editing tuts .I will announce the final result

    1.jpg 2.jpg 3.jpg 43.jpg
     
    Last edited: Aug 8, 2017
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  44. buttmatrix

    buttmatrix

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    Right, it seemed very promising, also seemed the UE4 implementation was more robust. World Creator is good as well.
     
  45. UnityLighting

    UnityLighting

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    I don't like automatic landscape generation tools.
    I love LAM hand painting style and its amazing result
     
  46. MarioRuiz

    MarioRuiz

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    Hi, @aliyeredon2 I'm about to get your lightingb box, but as I see its a mutiple assets thread, whats in the lighting box and whats not?
     
  47. Migueljb

    Migueljb

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    I was able to make a pretty cool terrain with LAM and World machine. LAM has the most amazing displacement shader in unity nothing else comes close to it. It can make your unity terrain look like your using mesh how far you can make the displacement come out and the auto texture feature really is cool.. Only thing is it can be kinda buggy and do some weird stuff. Once you get past its quirkyness it seems to run pretty good.
     

    Attached Files:

  48. coverpage

    coverpage

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    LAM is a 149usd asset with not a big user base in unity. Regardless of capability, I'm not sure it's a good choice if you want high adoption of your asset. Perhaps RTP, CTS or megasplat is more popular.
     
    TeagansDad likes this.
  49. coverpage

    coverpage

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    The lighting box provides two "preset" settings files that is loaded in his custom editor Window.

    One for your post processing setup currently using the free "post processing stack" asset (now 1.0 but near future version 2.0) And second your scene lighting setup which is called a "light box". So two preset setting files, post proc and lightbox.

    This is all this asset is about. But it can be properly useful and perhaps even powerful.

    The author is pretty skilled at realism renders. He creates these presets that emulates UE style and other visually desirable styles so that instead of starting in plain unity, you have something pretty straight away. It's a great idea as it's like a recipe file which can configure many things, not just LUT.

    Furthermore he has plans to support more than just the free post processing stack in the future to include paid assets. Hopefully he can pull off even more good looking presets based on popular paid assets in combination with the post proc stack. It's quite a nice idea.
     
    Last edited: Aug 9, 2017
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  50. MarioRuiz

    MarioRuiz

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    It looks like all these presets and assets needs to be grouped, a pack including both indoor and outdoor presets and material matching what's been seen in this thread.would be very appealing