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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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  1. DynastyV

    DynastyV

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    I'm not seeing 1.3 on the asset store. Have you released it yet?
     
  2. Exeneva

    Exeneva

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    It's pending, as he states in his post in this thread.
     
  3. UnityLighting

    UnityLighting

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    Changed to Ctrl+E
     
  4. UnityLighting

    UnityLighting

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    OK. Wait for test
     
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  5. UnityLighting

    UnityLighting

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  6. UnityLighting

    UnityLighting

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    New speed level design series for Lighting Box 1.3:

    photo_2017-08-23_03-42-10.jpg photo_2017-08-23_03-42-16.jpg photo_2017-08-23_03-42-22.jpg photo_2017-08-23_03-42-24.jpg photo_2017-08-23_03-42-31.jpg



    photo_2017-08-23_03-42-16.jpg
     
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  7. UnityLighting

    UnityLighting

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    Last edited: Aug 23, 2017
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  8. AlexanderElert

    AlexanderElert

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    Still waiting for the v1.3 on the assets store :c
     
  9. UnityLighting

    UnityLighting

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    If you already purchased the asset, send me a pm here
     
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  10. coverpage

    coverpage

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  11. coverpage

    coverpage

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    This thread is like a content feed of pretty renders using unity. Very fun to see what Ali and others share.
     
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  12. UnityLighting

    UnityLighting

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  13. Gaurav-Gulati

    Gaurav-Gulati

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    Does it work for Unity WebGL ?
     
  14. UnityLighting

    UnityLighting

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    Yes
    How to use :
    1. Disable Volumetric Light
    2. Disable Eye-Adaptation
    3. Use 2017.2 version for Linear color space support
    4. Disable Screen Space Reflections
    5. Assign 512 mb+ RAM in player settings
    6. Disable Realtime GI
     
  15. UnityLighting

    UnityLighting

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    Congrats! Your Unity Asset Store package 'Lighting Box (Next-Gen Lighting Solution) - 1.3' has been accepted

    https://www.assetstore.unity3d.com/#!/content/93057

    Note : There are an small bug in the global fog script. Just drag GlobalFog.shader into shader slot of the Global Fog script on the camera.

    Note 2 : New sample projects has been uploaded into my server but it will takes a few hours to be available for download. :)
     
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  16. AlexanderElert

    AlexanderElert

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    I have this script errors, at the "night" scene the camera don`t have a global fog script (I delete my postprocess folder before import) What i do wrong?
    Sin-título-2.jpg
    Sin-título-1.jpg
     
  17. UnityLighting

    UnityLighting

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    You already have GlobalFog script in your image effects files. find and remove it. Also remove GlobalFog.shader from your image effects
     
  18. AlexanderElert

    AlexanderElert

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    I deleted all my image effects folders and files and reimport ligthbox package, one of error are fixed but the first still here: Sin-título-3.jpg
     
  19. AlexanderElert

    AlexanderElert

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    PD: I tried to delete the vehicle folder and the errors are fixed. Is this folder important to the package or extra content stuff?
     
  20. UnityLighting

    UnityLighting

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    vehicle folder is not important for lighting
     
  21. UnityLighting

    UnityLighting

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  22. cyeninas

    cyeninas

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  23. Exeneva

    Exeneva

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    In LightBox:

    Lighting Mode: Realtime GI
    Lights Type: Mixed

    But if I view any of the lights in my scene, it will say it's being forced to use Realtime even though it's set to Mixed.
    If I go into the Lighting Window, I can check the Realtime GI and the Mixed Lighting boxes so I can use both.



    Any reason LightBox lets me to only use one?
     
  24. UnityLighting

    UnityLighting

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    Mixed realtime GI with Baked is not available in lighting box.
     
  25. UnityLighting

    UnityLighting

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    Gaia default test :
    ScreenShotScreenShot60.jpg ScreenShotScreenShot61.jpg ScreenShotScreenShot63.jpg
    ScreenShotScreenShot66.jpg



    Webp.net-gifmaker (70).gif
     
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  26. CoderPro

    CoderPro

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    How about for mobile support ?
     
  27. UnityLighting

    UnityLighting

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    Some test from mobile version (My target is most optimized settings for most low-end devices ):
    - Custom optimized shaders (Glass,reflective cubemap,particle,shaft)
    - Billboard lighting integrated with Light Projector
    - Cubemap generator + demo + tutorials
    photo_2017-08-24_00-44-58.jpg photo_2017-08-24_00-45-03.jpg photo_2017-08-24_00-45-06.jpg photo_2017-08-24_00-45-03.jpg
     
  28. UnityLighting

    UnityLighting

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    Glass shader, Building shader and reflective shader test (Mobile diffuse)

    photo_2017-08-24_03-00-09.jpg photo_2017-08-24_03-00-16.jpg photo_2017-08-24_03-00-18.jpg photo_2017-08-24_03-00-21.jpg photo_2017-08-24_03-00-24.jpg

    photo_2017-08-24_03-00-09.jpg
     
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  29. polygoncgi

    polygoncgi

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    Is Lighting Box compatible with mobile (iOS)?
     
  30. UnityLighting

    UnityLighting

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    It's not designed for mobile platforms
    I'm working on mobile support. Maybe I can get a good result
     
  31. UnityLighting

    UnityLighting

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    LightingBox 1.3 for Unity 5.4 and 5.5 version is available. Contact me to get download link
     
  32. UnityLighting

    UnityLighting

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    LightingBox 1.3 default settings :
    Note : Select default post processing profile and disable SSR for maximum performance on outdoor scenes
    photo_2017-08-24_05-57-51.jpg photo_2017-08-24_05-57-59.jpg photo_2017-08-24_05-58-01.jpg photo_2017-08-24_05-58-03.jpg photo_2017-08-24_05-58-04.jpg
    photo_2017-08-24_05-57-51.jpg
    photo_2017-08-24_05-57-59.jpg
     
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  33. UnityLighting

    UnityLighting

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    New surprise achieved with LightingBox 1.3 :
    photo_2017-08-24_06-40-55.jpg photo_2017-08-24_06-41-00.jpg photo_2017-08-24_06-41-02.jpg photo_2017-08-24_06-41-05.jpg photo_2017-08-24_06-41-08.jpg
    photo_2017-08-24_06-41-08.jpg
    photo_2017-08-24_06-40-55.jpg
     
  34. UnityLighting

    UnityLighting

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    Previous images was from non-Realtime GI mode.
    Now i have tested Enlighten Realtime GI :
    fgh.jpg photo_2017-08-24_09-36-27.jpg photo_2017-08-24_09-36-36.jpg photo_2017-08-24_09-36-41.jpg photo_2017-08-24_09-36-47.jpg
    photo_2017-08-24_09-36-47.jpg
    photo_2017-08-24_09-36-36.jpg
     
  35. UnityLighting

    UnityLighting

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  36. DynastyV

    DynastyV

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    Thanks for the 1.3 update! The profiles that you provided look much better now imo. The colors don't look washed out now, compared to 1.2.
     
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  37. UnityLighting

    UnityLighting

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    I'm working on a new terrain shader with tessellated displacement feature
    I'm not sure if I can complete it or not
    photo_2017-08-25_01-21-05.jpg photo_2017-08-25_01-21-10.jpg
     
  38. witcher101

    witcher101

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  39. UnityLighting

    UnityLighting

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    Yes it has been made using Amplify Shader Editor.
    I already created terrain splat shader using shader forge in the past, but with Amplify Shader now i can add displacement support into my shader too

    The hard part is that reading terrain splat map texture and assign it into shader using script
     
  40. UnityLighting

    UnityLighting

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    - Completed splat and displacement shader
    - Completed simple splat and terrain data updater (Copy data from terrain to shader)
    - Tested performance (60fps+ with 4.3 tessellation intensity )
    Will be available in lighting box 1.3.2 for free.

    Road Map :
    - Complete smoothness and metallic support
    - Create different shaders for normal map and AO support
    - Updating script to make it automatic
    - Integrating into lighting box window
    photo_2017-08-25_03-27-12.jpg photo_2017-08-25_03-27-18.jpg photo_2017-08-25_03-27-20.jpg
     
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  41. UnityLighting

    UnityLighting

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    photo_2017-08-25_03-41-32.jpg photo_2017-08-25_03-41-39.jpg
    photo_2017-08-25_03-41-40.jpg
    photo_2017-08-25_03-55-22.jpg
     
    Last edited: Aug 25, 2017
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  42. UnityLighting

    UnityLighting

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    Last edited: Aug 25, 2017
  43. nubdev

    nubdev

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    I am having trouble getting this integrated into an existing project
    Are the instructions from the first page regarding gamma vs linear setups (7 steps) still valid? After changing everything, I get a very dark scene that is so delayed with motion blur and other processing that the game is hardly visible. Obviously I am doing something wrong, but I didn't expect this much of a headache - oh well. The deal breaker for me at the moment though is the fact that it triggers a "Determining assets that ned to be reimported for target platform" every time I enter or exit play mode via the editor - a process which takes about 20 minutes to get through each time. Any idea what would be prompting it? Any assistance would be appreciated, thank you.. really amped up to get this working as it looks great.
     
  44. UnityLighting

    UnityLighting

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    Forget Gamma color space for non-mobile devices. All lighting box settings are based on Linear color space. Also all game engines (UE4, cry ...) used Linear.

    To fix re import issue, you must create a new profile for your each scene and drag it to lighting box Profile slot.
    After that, your settings will be saved into profile.
    Don't change color space if you don't want to re import your assets again.

    Also disable DX9 API from Edi->Project->Player settings . DX9 no longer supported in upcoming unity versions (will be deprecated)
     
  45. nubdev

    nubdev

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    Thanks, I'll change those up now and let you know if it reimports again. (The asset reimport on changing between gamma and linear is expected, just not in between playing and editor. Figured it might be because I didnt import the asset properly, just copied the folder over from a empty project)
     
  46. Migueljb

    Migueljb

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    Trying out the UE4 preset. This one feels more natural and doesn't overblow everything. I like a little more bloom in my scene but sometimes it's nice to just let it feel this way to.
    Lightingboxscreen01.jpg Lightingboxscreen03.jpg Lightingboxscreen04.jpg
     
  47. witcher101

    witcher101

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  48. UnityLighting

    UnityLighting

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    Try higher intensity on Sun light and see result
    If it does not work, try increasing bloom from post effect profile
    Current bloom intensity is good enough for mid-bright scenes.

    Also you can use white or bright green color as Ambient light to get realistic look
     
  49. Migueljb

    Migueljb

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  50. nubdev

    nubdev

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    I think I am having trouble with this:

    "Linear space won't make your scene look better by itself simply because there is not enough precision on your screen to show all the range of the HDR colors. This will introduce a foggy kind of look, and you must either fix it with a contrast oriented tonemapper (better) or with Color Grading (OK, but has precision issues)."

    I am experiencing the foggy / blurriness and general loss of image quality.
    Is there some sort of solution in built in Lightbox or does it assume a basic knowledge of using linear colour space? My project is set up in gamma.. I might need to leave this asset for later / other projects based on my ignorance of linear colour modes unfortunately