A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Discussion in 'Assets and Asset Store' started by LightingBox2, Jun 9, 2017.
Trying out another one of my levels with the UE4 latest preset. Here's the video.
wow can you tell wat assest you used and that firefly particle system
Android doesn't support Post Processing Stack. But I heard that iOS doesn't has any problem with Post Stack
Lighting Box has been used Post Processing Stack for its post processing
You can try Post Processing Stack on your phone before lighting box
After update 1.4, i will upgrade LightingBox into the Post Stack 2
i don't have any VR device or experience
LightingBox used Post Processing Stack as its post processing. You can try Post Stack effects on your device :
AO-Temporal AA-Bloom-Color Grading-Eye Adaptation-Vignette-Chromatic-DOF
+ unity standard assets Global Fog image effect
+ True volumetric Light asset (on Git-hub)
Thank you for sharing this amazing scene.
I plan to add the autumn and spring scenes to my samples list
My Lighting Box window isn't responsive, it is cropped horizontally and vertically (I can't scroll), even if I maximize it size. What can I do to avoid this?
I'm using Unity 2017.1.0f3 on Mac and the latest version of your Lighting Box.
Thank you in advance!
It's a unity particle system using a single texture of a dandelion that gets blown around in the wind.
Hey aliyerdon if I get time this weekend I'll make a couple more videos for you to have for a sample list as well.
First try resetting editor layout (top-right)
If it doesn't work, i will add an horizontal scroll bar in the next update
Has anyone tried using Lighting Box with Uber shaders? I want to know if it is possible and if generate any good results.
I have all the VR headsets and for mobile really only plan on using this.
Mobile VR I have the samsung gear vr and the samsung s8. First of course bake all lighting down and use blob shadows on characters. Just use amplify color like in aliyeredons examples for mobile and if your lucky based on your scene you can use MSAA default in unity quality settings to 2x or 4x.
For oculus and vive right now I would only use this in the current post processing stacks. Use Bloom, AA, Color grading and eye adaption. Then just bake all your lighting down. Anything after this and things start to not run so well but of course it's based on your scene as well.
This is all based on using multi pass stereo rendering in player settings. If anyone has tried out using single pass with any of these headsets be worth hearing how it's working out there as well.
Please support the LightingBox with your review (feedback):
Having this problem as well. Resetting the layout doesn't work. The isolated Lighting Box window already has the problem before docking - the text isn't centered and runs off the right side.
so it doesnt?
Refer to this post
I will fix this issue in the next update
Finally i could fix the terrain tessellation shader problems
1. Unity terrain system has different tiling logic (!!!)
2. Unity terrain system has own LOD system that will automatically reducing tessellation amount(!!!)
3. Add Pass shader has 2x more performance cost (i think)
1. I have used scripting to control layers and shader properties (as all unity terrain toolkits has been used script).
2. You need to paint a bit heights to fix this issue (only flat surfaces has lower tessellation, it"s OK)
3. I have used single shader for all layers (currently 4 layers, i will add 8 layers support)
In below screenshots i have used some LAM terrain texture
Gif comparison :
Added LightingBox @ 50% sale to Asset Store Offers
Has been made using textures (+LightingBox shader)
Gif Comparisons :
Where can I buy the pro version?
New* in Pro Version :
- Volumetric Fog
- Fixed lots of bugs
- Added more features and videos
- Destruction sample
- In-Game settings menu similar to AAA games
And when does 1.4 coming out?
LightingBox1.3 is the latest version
update 1.4 will be available tomorrow (will takes a few days to be available, you can send me pm to get download link before release )
ok thank you I just sended you email with my purchase bill.
This level is using the Unity to LightingBox preset. I think so far the UE4 default and this one really can make just about any level look amazing. I like to tweak stuff but these presets don't need much tweaking really I'm just picky about certain things
There's alot going on in this level and unity's handling it all like a champ very cool.
Besides LightingBox, what other assets did you use in that scene?
I've been using Lighting Box for about a week now, and I must say I'm impressed what you've been capable to do for the lighting in Unity.
However, I'm having this problem, that the Volumetric Light is not showing up in the build. I've tried to play around with the graphics and player settings, and tried to force the shader to be included in the build, with no success- There's no error and the effect is working just fine in editor.
I hope you can guide me how to fix this issue.
Using Unity version 5.6.1
Real time lighting
SOLVED: Instead of just forcing the VolumetricLight shader, there was a total of 4 shaders that had to be always included. Hope this helps if someone else encounters this problem.
there is a little problem with a particle shader.
it doesn't want to fade out smoothly, like standart alpha blended shader.
are there any solutions? thanks
I have used distance based fade mode
1. Edit shader settings (material)
2. Watch particle shader videos from lighting box 1.2 doc files
Final look of my shader. Currently support 6 layers (performance and ease of the use limitations)
Just use Amplify Shader Editor instead.
you can create tessellated or POM shaders with better performance, compability and customized for your needs
Can you get DOF working how there doing it in UE4 in this video. Can't seem to get that working in unity how there doing it here.
So i got a strange problem with it , when i go away from buildings their brightness level is changing
when i go near there is no problem
how can i disable this effect ?
Select post processing profile and disable Eye-Adaptation effect from list
Tried , not working still same i cant see inside of buildings from distance.
also there is no problem on play mode it happens when i build my game
Send me screenshot
GIF comparisons (I'm going to release terrain shader as update 1.3.2 before start working on 1.4) :
Using Terrain To Mesh you can convert your terrain into a actual mesh
- Better performance (up to 2x)
- Fix the tessellation collision problem (maybe)
- You cannot use unity terrain foliage system
- You cannot modify terrain easily (you can use EditorSculpt asset from asset store - free)
Is this only for DX11 (Windows) or works all of this features also on MacOS and Linux?
What is with Mobile?
By the way, great work. Found your Youtube Channel
Ask a question
After I downloaded
Game bulid, the screen is not full after opening. How do you solve this
Change screen resolution based on your monitor aspect ratio
DX11 and GL Core needed for Tessellation support
Mobile is not supported
Textures from www.textures.com (and LAM)
LightingBox terrain shader
Standard assets tree
Models from sketchfab
When you post pictures can you share what assets were used?
Great work @aliyeredon2 . It's becoming a toolkit for realistic computer graphics.
Can't wait to try your shader. And at USD10 it's so much for so little.