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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

    2.4%
  2. 5.5

    1.3%
  3. 5.6

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  4. 2017

    79.8%
  1. sadicus

    sadicus

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    using the default LB settings (EU_4) How to better control Global Fog Distance, what are some good settings for large scenes? Start Distance 0-100,000 does nothing noticeable.
     
  2. UnityLighting

    UnityLighting

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    1. Send me screenshots from your problem

    2. All unity effects are designed for Linear color space (Post processing Stack etc).

    Gamma is not usable for correct lighting :

    A : Linear

     
  3. Nyuchen

    Nyuchen

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    The Asset is awesome, gives a good lightning. Love the 1.3 Update because of the more realistic examples.

    The CarSample zipfile says its damaged, any help or something went wrong at packing/upload? :eek:

    Any way to get this sample scene with the profile settings too?
     
  4. UnityLighting

    UnityLighting

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    I think car sample scene damaged during upload
    Wait for a new one

    The scene was from Landscape Auto Material demo
    You can buy this asset and watch my videos about it
     
  5. UnityLighting

    UnityLighting

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    GlobalFog has an simple shader missing problem (fixed in 1.3.1 that is pending for release)
    You must assign GlobalFog.shader manually into its components on the camera inspector
     
  6. buttmatrix

    buttmatrix

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  7. neoshaman

    neoshaman

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    The realistic preset looks very good!
     
  8. ranaUK

    ranaUK

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    Request regarding documentation and tutorials.

    Hi Ali, a lot of us old school guys prefer reading documents rather than a video: it's all about speed - for example, it takes over a minute to show adding post-profile to project, and seconds to read it from a doc.

    Next, for videos, can we please have it narrated. Right now it's hard to follow as one needs to completely focus on the video to see what you are doing. If you watch videos like the ones by Jeff for his brilliant weathermaker, you see how the narration helps understanding the settings.
     
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  9. sadicus

    sadicus

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    LB + PlayWay Water
    Is anyone experimenting with underwater? PlayWay has a custom underwater setting but does not work well with LightingBox.
     
  10. nubdev

    nubdev

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    After resetting Unity, the image quality recovered somewhat. Moving between scenes triggers new data reimport / calculating asset hashes though, and after opening Unity again, color space was set to gamma again. Had I known this was only really set up for linear, I would have delayed its implementation (17+ scenes in gamma to convert) - guess I missed that info. Considering the quality of the images in this thread, I know its down to my error, but I just can't get back the detail of gamma when using linear + all this post processing. I'll PM you a comparative image next time its out of reimport. Thanks for the assistance though
     
  11. UnityLighting

    UnityLighting

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    Terrain shader (only used textures)
    photo_2017-08-25_20-38-15.jpg photo_2017-08-25_20-38-17.jpg photo_2017-08-25_20-57-06.jpg photo_2017-08-25_20-57-12.jpg
    photo_2017-08-25_20-57-12.jpg
     
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  12. buttmatrix

    buttmatrix

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  13. UnityLighting

    UnityLighting

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    No, I didn't try it

    I want to create my own customized/optimized shader.
    Current test :
    POM (Parallax Occlusion Map) method: 65 fps
    Distance Based Tessellation method: 170fps
    1.jpg 2.jpg


    Also source is available for Amplify Shader Editor to easily :
    - Optimize for different platforms
    - Port to different platforms
    - Change lighting model (Lambert,Standard,BlinnPhong,Unlit)
     
  14. UnityLighting

    UnityLighting

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  15. UnityLighting

    UnityLighting

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  16. lullaharsh

    lullaharsh

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    I dont have ArchViz in the window panel. please help!
     

    Attached Files:

  17. UnityLighting

    UnityLighting

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    You have some errors in console tab.
    Send me your error codes
     
  18. lullaharsh

    lullaharsh

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    All the errors are attached. Build Platform is PC and post processing stack is imported.
     

    Attached Files:

  19. UnityLighting

    UnityLighting

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    1. Tell me your unity version
    2. Clear console log and send me screenshot again
    Untitled.jpg
     
  20. lullaharsh

    lullaharsh

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    My unity is the latest 2017.2.0b8.
     

    Attached Files:

  21. UnityLighting

    UnityLighting

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    2017.2 does not supported yet.

    Double click on first error code and remove entire line and save script again to fix this issue.
     
  22. UnityLighting

    UnityLighting

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  23. lullaharsh

    lullaharsh

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    Awesome! I'm thinking of getting the lighting box too. how long is the $10 sale going to last?
     
  24. UnityLighting

    UnityLighting

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    When the sale dropped
     
  25. UnityLighting

    UnityLighting

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    New POM and Tessellation shaders for LightingBox (Based on standard shader lighting mode ) :
    (Albedo,AO,Normal,Height,Specular,Metallic) :
    These are POM (tessellation will be a lot better with shadow support) :
    photo_2017-08-26_23-59-52.jpg
    photo_2017-08-26_01-19-32.jpg photo_2017-08-26_23-59-52.jpg photo_2017-08-26_23-59-54.jpg photo_2017-08-26_23-59-55.jpg photo_2017-08-26_23-59-59.jpg
     
  26. ftejada

    ftejada

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    I love the shader ground that you are doing.

    A question. Will you implement a / Script feature to get the positions of the Tessellation vertices at a point?
    I think with this feature of Tessellation for the scenarios shader, it is essential to be able to adapt the feet of our Character by IK. And if we can not get the data of the vertices of the Tessellation / Displacement this characteristic is greatly impaired.

    It has already happened to me with other assets, which have Tessellation, you can not use this feature in a real game without having a big problem with the feet of the character across the terrain constantly.

    regards
     
  27. UnityLighting

    UnityLighting

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    Yes this is the biggest Tessellation problem.I don't have much experience in this case but I've read about it before that you can update collider in runtime to match it with tessellation generated mesh. So we cannot use this method on unity terrain component.

    I will search more about the solution on net
     
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  28. UnityLighting

    UnityLighting

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  29. UnityLighting

    UnityLighting

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    Doc for v 1.3.1:

    Quick Start

    1. Open LightingBox from Window->Lighting Box (Ctrl + E)

    2. Now you can see that unity start importing some assets again. Why ? Because lighting box has been used Linear color space by default. Because Linear has been used in the most next-gen platforms (UE only has Linear)

    3. Now you can see some modified lighting looks on you current scene. Before start changing lighting box settings, you must create an empty Lighting Profile to keep LightingBox default settings untouched.
    So right click on your project tab and select Lighting Profile to create a new one for your current scene.

    4. Now drag your created lighting profile into Lighting Box's profile slot.

    5. Now select one of the post processing profiles from LightingBox/Settings/PostEffects and drag it into post processing slot from LightingBox window

    6.Now everything is OK. so you can start customizing Lighting Box window parameters :

    Untitled.jpg
    Profile : This is the lighting box (LB) settings profile. Everything will be saved and loaded into/from here. Right Click on project tab and select Lighting Profile to create a new one

    Post Processing Profile : Current LB has been used Post Processing Stack 1 profiles for post effects. Create a new one in your project files and assign it here. Or just drag my default profile from : LightingBox/Settings/PostEffects folder (name : LightingBox_UE_4_Default)

    Lighting Mode :
    Fully Realtime : Automatically turn off Realtime and Baked lighting settings from Lighting Window (Window->Lighting->Settings)
    Realtime GI : Turn on Enlighten Realtime GI
    Baked : Turn on PLM baked mode on 5.6+ and Enlighten Baked mode on 5.5 and 5.4

    Color Space :
    Linear : Switch to Linear color space. Best choice for next-gen games
    Gamma : Only use this one for low-end or mobile targets

    Render Path :
    Deferred : Change all scene cameras render path to Deferred mode
    Forward : Change to forward rendering mode (More optimized, SSR will be disabled in this mode)

    Light's Mode : Change all lights source's type to this option

    Shadow Mode :Change all lights source's shadow type to this one

    Light Probes :
    Blend Mode :Default light probes mode with maximum performance even on mobile devices
    Proxy : Has better quality on light probes with higher performance cost. All necessary components will be automatically added with proper optimized settings

    Skybox material :
    Select and assign sky box material here. Never change skybox material manually from lighting window. Lighting box will automatically change it based on this material.

    Ambient Source : Environment lighting source.
    Color : Use a simple color as environment light
    Skybox : use Skybox image color (IBL) as ambient light

    Sun light : An directional light as scene's sun light
    Color : sun color
    Intensity : Sun light intensity
    Lens flare : sun lens flare

    Volumetric Light :
    Only Directional : Add True Volumetric Light components with proper optimized settings into your directional light source
    All Lights : Add volumetric light for every light sources on you scene.
    Level : Intensity level (You can change default values from LightingBox script

    Global Fog : Global fog image effect
    Distance :If your scene was completely foggy or cloudy, you can use this mode. Skybox will be disappeared on this mode.
    Global : Keep your sky box alive. Unity default Lighting Window fog system
    Height : Height based fog
    Start distance : Clear fog from near of the player

    Depth Of Field : This is an easy DOF setting adjuster to fade view between too near objects and your assigned distance to the camera

    Bake : Start build your lighting (baked o realtime GI)
    Cancel : Cancel baking

    Lighting Window : Quickly open lighting Window (Window/Lighting/Settings)right click on scene view and press Shift+F to open instantly

    Debug Lighting : Debug and list lighting issue in your scene
     
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  30. coverpage

    coverpage

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    It's really excellent that you're creating a shader for this package (or a separate one), for general use. So that people don't only have to rely on the standard shader. Looks great from the screenshots.
     
    Last edited: Aug 27, 2017
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  31. Exeneva

    Exeneva

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    Dec 7, 2013
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    What is the difference between Fully Realtime and Enlighten Realtime GI?
     
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  32. UnityLighting

    UnityLighting

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    Fully Realtime : Without any GI (Baked or Precomputed GI)
    Realtime GI : Enlighten Precomputed Realtime GI
     
  33. UnityLighting

    UnityLighting

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  34. UnityLighting

    UnityLighting

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  35. Exeneva

    Exeneva

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    To use the new terrain shader, we make a material and assign the surface shader to it, then assign that in the terrain inspector, correct?

    There are also inconsistent misspellings in 1.3.1, like Density being spelled Destiny and Desnity in the Global Fog settings.
     
  36. UnityLighting

    UnityLighting

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    The New designed shader is more simple. Just use as default terrain shader
    Then you need lighting box terrain script to control Displacement,Specular and other properties for each layer

    I will check Density spell
     
  37. UnityLighting

    UnityLighting

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  38. UnityLighting

    UnityLighting

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    Unity SSR vs Stochastic
    Unity Default High settings (SSR):
    Webp.net-gifmaker (76).gif
    Modified settings (SSR):
    Webp.net-gifmaker (75).gif
     
    Last edited: Aug 29, 2017
  39. UnityLighting

    UnityLighting

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  40. OP3NGL

    OP3NGL

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    question: will it works for VR? VR in forward lighting only
     
  41. UnityLighting

    UnityLighting

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    I don't know
    photo_2017-08-29_03-49-49.jpg
     
  42. antoripa

    antoripa

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    Nice...will you share the scene as demo?
     
    Last edited: Aug 29, 2017
  43. UnityLighting

    UnityLighting

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    Which demo ?
    Settings was default
     
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  44. antoripa

    antoripa

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    I mean "share" .. the FPS demo scene ....
     
  45. UnityLighting

    UnityLighting

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    I'm not sure about fps template
    Current road map :
    - Adding Stochastic SSR integration(has better quality and performance compare to unity SSR)
    - A set of the POM and Tessellation shaders + templates
    - Terrain shader + templates
    - Improving Depth of Field for fps gameplay styles (weapon model)
    - Simple trigger based volume
     
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  46. UnityLighting

    UnityLighting

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    Fixed car Sample download link
    Now you can download it from Update 1.3 doc files
     
  47. buttmatrix

    buttmatrix

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    SSR doesn't work in forward
     
  48. Anflo

    Anflo

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    do you have an email we can contact you? Does this asset works for iPhone, mobile, iPads
     
  49. Adam-Bailey

    Adam-Bailey

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    Feb 17, 2015
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    Is there much point in setting up trigger volumes given that v2 of the official post stack already has them?
     
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  50. Koogi-Krain

    Koogi-Krain

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    Jun 17, 2014
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    Quick question: I am developer for Oculus rift headset.

    Will your lighting box currently work in/for VR?
    Using Unity?
    Is it compatible?

    If not any plans for future implementation for VR?

    Thankyou much, and good work on the current product!!! Will purchase soon.