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Lighting Box 2 Next-Gen Lighting Solution

Discussion in 'Assets and Asset Store' started by LightingBox2, Jun 9, 2017.

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Unity Version

  1. 5.4

    1.0%
  2. 5.5

    1.4%
  3. 5.6

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  4. 2017

    80.2%
  1. Migueljb

    Migueljb

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    Trying out another one of my levels with the UE4 latest preset. Here's the video.
     
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  2. witcher101

    witcher101

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    wow can you tell wat assest you used and that firefly particle system
     
  3. LightingBox2

    LightingBox2

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    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
     
  4. LightingBox2

    LightingBox2

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    After update 1.4, i will upgrade LightingBox into the Post Stack 2
     
  5. LightingBox2

    LightingBox2

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    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)
     
  6. LightingBox2

    LightingBox2

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    Thank you for sharing this amazing scene.

    I plan to add the autumn and spring scenes to my samples list
     
  7. Vidalicious

    Vidalicious

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    Hi :)
    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!
     

    Attached Files:

  8. Migueljb

    Migueljb

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    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.
     
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  9. LightingBox2

    LightingBox2

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    First try resetting editor layout (top-right)
    If it doesn't work, i will add an horizontal scroll bar in the next update
     
  10. jackmememe

    jackmememe

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    Has anyone tried using Lighting Box with Uber shaders? I want to know if it is possible and if generate any good results.
     
  11. Migueljb

    Migueljb

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    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.
     
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  12. LightingBox2

    LightingBox2

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  13. bblakesley

    bblakesley

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    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.
     
  14. OP3NGL

    OP3NGL

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  15. LightingBox2

    LightingBox2

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  16. LightingBox2

    LightingBox2

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    I will fix this issue in the next update
     
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  17. LightingBox2

    LightingBox2

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    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)

    Solutions :
    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
    photo_2017-08-31_02-23-07.jpg photo_2017-08-31_02-23-13.jpg photo_2017-08-31_02-23-15.jpg photo_2017-08-31_02-23-17.jpg

    photo_2017-08-31_02-23-18.jpg
     
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  18. LightingBox2

    LightingBox2

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    Gif comparison :
    Webp.net-gifmaker (77).gif
    a.jpg
     
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  19. assetstoreoffers

    assetstoreoffers

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  20. LightingBox2

    LightingBox2

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  21. LightingBox2

    LightingBox2

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  22. LightingBox2

    LightingBox2

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    Has been made using textures (+LightingBox shader)
    photo_2017-08-31_10-14-55.jpg photo_2017-08-31_10-15-00.jpg photo_2017-08-31_10-15-02.jpg photo_2017-08-31_10-15-04.jpg photo_2017-08-31_10-15-05.jpg
    photo_2017-08-31_10-15-00.jpg
    photo_2017-08-31_10-15-05.jpg
     
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  23. LightingBox2

    LightingBox2

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    Gif Comparisons :
    Webp.net-gifmaker (78).gif Webp.net-gifmaker (79).gif
     
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  24. Devision4

    Devision4

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    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?
     
  25. LightingBox2

    LightingBox2

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    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 )
     
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  26. Devision4

    Devision4

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    ok thank you I just sended you email with my purchase bill.
     
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  27. Migueljb

    Migueljb

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    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.

     
    Last edited: Aug 31, 2017
  28. Exeneva

    Exeneva

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    Besides LightingBox, what other assets did you use in that scene?
     
  29. JereHeikura

    JereHeikura

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    Hi Aliyeredon!

    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.

    EDIT:
    Using Unity version 5.6.1
    Real time lighting
    DX11

    EDITOR
    upload_2017-9-1_9-29-37.png

    BUILD
    upload_2017-9-1_9-30-22.png
     
  30. JereHeikura

    JereHeikura

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    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.

    upload_2017-9-1_9-59-45.png
     
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  31. Invasion_Fields

    Invasion_Fields

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  32. LightingBox2

    LightingBox2

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    I have used distance based fade mode

    1. Edit shader settings (material)
    2. Watch particle shader videos from lighting box 1.2 doc files
     
  33. LightingBox2

    LightingBox2

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    Final look of my shader. Currently support 6 layers (performance and ease of the use limitations)
    photo_2017-09-01_10-55-35.jpg
    photo_2017-09-01_10-55-33.jpg
    photo_2017-09-01_06-30-39.jpg photo_2017-09-01_10-55-31.jpg photo_2017-09-01_10-55-33.jpg photo_2017-09-01_10-55-35.jpg
     
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  34. LightingBox2

    LightingBox2

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    Just use Amplify Shader Editor instead.

    you can create tessellated or POM shaders with better performance, compability and customized for your needs
     
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  35. Migueljb

    Migueljb

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    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.
     
  36. burakdatlife

    burakdatlife

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    So i got a strange problem with it , when i go away from buildings their brightness level is changing

    like that
    http://prntscr.com/gfxf4c
    when i go near there is no problem

    how can i disable this effect ?
     
  37. LightingBox2

    LightingBox2

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    Select post processing profile and disable Eye-Adaptation effect from list
     
  38. burakdatlife

    burakdatlife

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    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
     
    Last edited: Sep 1, 2017
  39. LightingBox2

    LightingBox2

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    Send me screenshot

    -------------------------------------------------------------------------

     
  40. LightingBox2

    LightingBox2

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    GIF comparisons (I'm going to release terrain shader as update 1.3.2 before start working on 1.4) :
    Webp.net-gifmaker (80).gif
    Webp.net-gifmaker (81).gif
     
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  41. LightingBox2

    LightingBox2

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    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)


    Webp.net-gifmaker (82).gif
     
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  42. Neo-Gamefactory

    Neo-Gamefactory

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    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 ;)
     
  43. TOMMY-TANG-86

    TOMMY-TANG-86

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    Ask a question
    After I downloaded
    Game bulid, the screen is not full after opening. How do you solve this
     
  44. LightingBox2

    LightingBox2

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    Change screen resolution based on your monitor aspect ratio
     
  45. LightingBox2

    LightingBox2

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    DX11 and GL Core needed for Tessellation support

    Mobile is not supported
     
    Last edited: Sep 2, 2017
  46. LightingBox2

    LightingBox2

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    Textures from www.textures.com (and LAM)
    LightingBox terrain shader
    Standard assets tree
    Models from sketchfab
    photo_2017-09-02_08-56-50.jpg photo_2017-09-02_08-56-59.jpg photo_2017-09-02_08-57-08.jpg photo_2017-09-02_08-57-18.jpg photo_2017-09-02_08-57-22.jpg
    photo_2017-09-02_08-56-59.jpg
    photo_2017-09-02_08-57-22.jpg
     
    Last edited: Sep 3, 2017
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  47. LightingBox2

    LightingBox2

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  48. Exeneva

    Exeneva

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    When you post pictures can you share what assets were used?
     
  49. LightingBox2

    LightingBox2

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    OK
    Updated
     
    Last edited: Sep 3, 2017
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  50. coverpage

    coverpage

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    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.
     
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