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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

    16.5%
  4. 2017

    79.8%
  1. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,794
    Glass shader + SSR

    photo_2017-11-23_13-17-49.jpg photo_2017-11-23_13-17-51.jpg photo_2017-11-23_13-17-53.jpg photo_2017-11-23_13-17-54.jpg
    photo_2017-11-23_13-17-54.jpg
    photo_2017-11-23_13-17-53.jpg
     
  2. ZMC550

    ZMC550

    Joined:
    Oct 10, 2017
    Posts:
    55
    Hello developer I really like the scene of the sky ball can share it
     

    Attached Files:

  3. UnityLighting

    UnityLighting

    Joined:
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    3,794
    It isn't my scene
     
  4. UnityLighting

    UnityLighting

    Joined:
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    .Lighting Box 2.5 exclusive Sample scene :
    baked in less than 3 min using Progressive Lightmapper
    Modeled in Maya in 1-2 hours

    photo_2017-11-24_05-39-50.jpg photo_2017-11-24_05-39-53.jpg photo_2017-11-24_05-39-55.jpg photo_2017-11-24_05-39-56.jpg
    photo_2017-11-24_05-39-56.jpg
    photo_2017-11-24_05-39-53.jpg
     
  5. UnityLighting

    UnityLighting

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  6. blitzvb

    blitzvb

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    Mar 20, 2015
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    wow, awesome archviz!

    By the way, while writing a review for this asset (5 stars obviously ;)), the only things that I am missing in my point view, is a template feature for the type of scene.

    To clarify, if you select a Forest or Desert Template... lighting box will pre-select a lighting and post process profile for me. For lighting noob like me, it will be a blessing because you will pick the right value, not me :)

    Also, having lighting and post process profile with a quality level will be great : Low, Medium and High for each type in order to degrade all those effects based on the targeted platform.

    hope it helps.
     
    Last edited: Nov 24, 2017
  7. UnityLighting

    UnityLighting

    Joined:
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    Thank you

    I already had same idea in 2.4 but now i will add this feature in 2.5

    the above lighting is same as default lighting box profile with proper lightmapping and modeling

    Controlling quality and performance is available in "In Game settings menu" prefab
     
  8. blitzvb

    blitzvb

    Joined:
    Mar 20, 2015
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    284
    > Controlling quality and performance is available in "In Game settings menu" prefab

    yep but that do not change the post process profile as far as I know.
     
  9. UnityLighting

    UnityLighting

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    Change all necessary settings related to performance

    But totally LB is not compatible with mobile platforms
     
  10. witcher101

    witcher101

    Joined:
    Sep 9, 2015
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    516
    what is vegetable studio??
     
  11. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
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    Search on forums
     
  12. Hikiko66

    Hikiko66

    Joined:
    May 5, 2013
    Posts:
    1,303
    Last edited: Nov 24, 2017
    Tenebris_Lab and UnityLighting like this.
  13. blitzvb

    blitzvb

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    Mar 20, 2015
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    it's a room where kids are obliged to eat vegetable ;)
     
  14. UnityLighting

    UnityLighting

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    Bake time : 01 : 47

    without working on materials

    photo_2017-11-24_08-49-11.jpg
    photo_2017-11-24_08-49-13.jpg
     
    coverpage and Hikiko66 like this.
  15. tri-stratos

    tri-stratos

    Joined:
    Jan 29, 2013
    Posts:
    152
    Ali,

    I have the 2.4.2 installed and I face an issue while using your script.
    To be more specific, in a scene I have baked occlusion mapping and afterwards I have cleared it by pressing clear button. Now the camera on chick LB is applied, there is an option “Occlusiion culling” that at that point is on. If I set that manually to off, whenever I save or run or build the scene, this attribute auto changes to on again.
    To me it seems that this has something to do with LB’s auto setting function, that prevents one from disabling “occlusion culling” option on camera.

    Could you possible check it and let us know how to fix this?
     
  16. UnityLighting

    UnityLighting

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    Find "c.useOcclusionCulling = true;" in LightingBox_Helper script and change it into your needs
     
  17. UnityLighting

    UnityLighting

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  18. tri-stratos

    tri-stratos

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    Jan 29, 2013
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    Ali,

    Thank you. For now that seems to be working

    BUT,

    shouldn’t LB address this kind of issues (and I mean by that that similar issue happen for other camera settings from my understanding) be addressed in such a way that would still let the user free decide what the case is, either from LB’s ui but ALSO fromunity’s ui, what feel like ?
    Hatdcoding such attributes is rather limiting in the very end.

    Should we expect these issues to be addressed in an upcoming release ?
     
  19. UnityLighting

    UnityLighting

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    I Already added Enabled option for : Ambient,Scene,Sun settings in update 2.5
    But controlling this small things only possible from script
     
  20. tri-stratos

    tri-stratos

    Joined:
    Jan 29, 2013
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    Ali,

    Sorry but these are not small things!

    These are essential things....
    Those should be able to be done without diving into the code.

    The user should NOT feel in any way unable to do usual tasks while using LB!
    Not being able to edit a Unity attribute, is a BLOCKING state usability wize and really makes NO sense.

    Being able to “Enabled option” for : Ambient,Scene,Sun settings in update 2.5 you are already working on does NOT guarantee that one would still be able to adjust values outside of LB and still be ensured that this won’t be a value that is “violated” from LB out of the blue.

    I am mentioning these in a positive attitude, because I really want LB to evolve and solve such UNuser friendly issues that come up every day.

    Hopefully you would agree and provide us a solution for this.
    PLEASE address these issues by improving LB’s workflow in general
     
  21. UnityLighting

    UnityLighting

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    I already added Enabled option for any possible settings. Changing Occlusion or HDR enabled in cameras is not too much important because default settings are good and current
     
  22. UnityLighting

    UnityLighting

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  23. tri-stratos

    tri-stratos

    Joined:
    Jan 29, 2013
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    d

    Ali,

    How can you say so!?
    I struggled to get rid of occlusion!
    Why should one dive into code to set that off?
    Why can’t the user just set those attributes both from LB’s ui AND unity’s UI ?
    LB’s code should be just a black box to the end user!
    Why locking the user within LB’s ui for no apparent reason?
    Why expect the user to manually modify the LB’s code ?
    Wwhhhhhyyyy...

    Please address this issue
    It is quite important to have a fluid experience than trying to debug LB’s workflows.


    Pplllease....
     
    Last edited: Nov 25, 2017
  24. UnityLighting

    UnityLighting

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    I don't want to clone unity settings into Lighting box

    Lighting Box is based on my experiences and it's based on best settings

    occlusion always must be ON. if you want to turn it off, clear your Baked OC data.
     
  25. UnityLighting

    UnityLighting

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  26. tri-stratos

    tri-stratos

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    Ali,

    That is what I told you.
    Even if I cleared bakes OC data, after windows build, they are occluded from the scene!
    Strange I know but that is what happens!

    Now when I turn OC option on camera to OFF, LB automatically tends to turn it OFF again.
    Hence, if I do have to dive into the code INTO LB to force turn OC on camera to OFF, in order the windows build to exclude everything from being occluded!

    THAT is what I am referring to as an UNuser friendly feature of LB.

    SO, what I ask for, is NOT to duplicate option into LB’s ui.

    What I do ask for is to prevent LB to override those settings that are set outside of UNITY’S UI for NO apparent reason, producing this kind of workflow harassment!

    PLEASE
     
  27. buttmatrix

    buttmatrix

    Joined:
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    Vegetation Studio, by @LennartJohansen
     
    Exeneva likes this.
  28. UnityLighting

    UnityLighting

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  29. UnityLighting

    UnityLighting

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  30. buttmatrix

    buttmatrix

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    ^Enlighten or PLM? Baked or Real-time? SSR or reflection probes, or both?
     
  31. UnityLighting

    UnityLighting

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    PLM , RF + SSR

    photo_2017-11-26_10-29-54.jpg photo_2017-11-26_10-30-00.jpg photo_2017-11-26_10-30-07.jpg photo_2017-11-26_10-30-15.jpg photo_2017-11-26_10-30-19.jpg
    photo_2017-11-26_10-29-54.jpg
    photo_2017-11-26_10-30-07.jpg
    photo_2017-11-26_10-30-00.jpg
     
    buttmatrix and Gametyme like this.
  32. UnityLighting

    UnityLighting

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  33. larskroll

    larskroll

    Joined:
    Dec 17, 2013
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    Hi

    Love the lightingbox setup, and really want to use it in my project
    However, I am getting the weirdest build error. When I try to build the project, I get a bunch of errors like this one:
    Assets/LightingBox2/Scripts/LB_LightingBoxHelper.cs(126,33): error CS0246: The type or namespace name `LB_LightingProfile' could not be found. Are you missing an assembly reference?

    It plays fine in editor, and looks nice, fails to find the class LB_LightingProfile. I can see the .cs file right there in "scripts" and it compiles just fine, and runs just fine in editor. But the build fails.....

    Any idea what the hell is going on ? (I am using LB 2.4 f3)
     
  34. Rowlan

    Rowlan

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  35. blitzvb

    blitzvb

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    For the lighting box terrain shader, do you plan to have a way to reduce tilling at large scale? Like UV blending.
     
  36. UnityLighting

    UnityLighting

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    No
     
  37. blitzvb

    blitzvb

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    why not?
     
  38. UnityLighting

    UnityLighting

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    New sale for my assets :
    Untitled.jpg
     
  39. larskroll

    larskroll

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    Dec 17, 2013
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    So... am I really the only one that has this issue ?

     
  40. tri-stratos

    tri-stratos

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    Jan 29, 2013
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    Ali,

    Should we expect this to be addressed ?
     
  41. larskroll

    larskroll

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    Dec 17, 2013
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    OK ... I have tried importing Lightingbox into a clean project, and build. That seems to work fine. However, when updating to LB2.4f4, recompiling, I get the type or namespace error problem, but again, only when I try to build an exe.

    So... maybe something goes wrong with the rebuild, or some weird bug is introduced between 2.4 and 2.4f4 ?
     
  42. larskroll

    larskroll

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    Dec 17, 2013
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    Nope.

    Clean project. Import LB2.4f4. add scene "Nature" to build settings. Build.
    Build fails with 10 errors. Runs fine in editor.

    Somebody, please tell me I'm doing something wrong here.....

     
  43. mgrugl

    mgrugl

    Joined:
    Mar 1, 2017
    Posts:
    22

    Hi, perhaps this has been answered, but I couldn't find a solution. How can I avoid the sun from being rendered through opaque objects?
    EDIT: I am not sure if this is Lighting Box related. Still, any help would be much appreciated!
    EDIT2: Found the solution. I had to create colliders for the imported geometry. Just thought it could be LB related, as in one of the YouTube tutorials (how to add LB to an existing project) a similar effect appeared.
     

    Attached Files:

    Last edited: Nov 27, 2017
  44. Atzig

    Atzig

    Joined:
    Jul 17, 2014
    Posts:
    157
    Hey, after updating to the latest version, this error keeps coming up

    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.Rendering.PostProcessing.PostProcessLayer.RenderBuiltins (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context, Boolean isFinalPass, Int32 releaseTargetAfterUse) (at Assets/LightingBox2/PostProcessing2beta3/Runtime/PostProcessLayer.cs:750)
    UnityEngine.Rendering.PostProcessing.PostProcessLayer.Render (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at Assets/LightingBox2/PostProcessing2beta3/Runtime/PostProcessLayer.cs:651)
    UnityEngine.Rendering.PostProcessing.PostProcessLayer.BuildCommandBuffers () (at Assets/LightingBox2/PostProcessing2beta3/Runtime/PostProcessLayer.cs:416)
    UnityEngine.Rendering.PostProcessing.PostProcessLayer.OnPreCull () (at Assets/LightingBox2/PostProcessing2beta3/Runtime/PostProcessLayer.cs:278)

    Any ideas?
     
  45. UnityLighting

    UnityLighting

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    Latest update works fine (tested in 5.6.1)
    This is related to unity

    Add colliders to your objects


    First reopen your project

    Tested latest version from asset store and it works fine on 5.6 and 2017.2 (Removed DX9 api from player settings for windows:


    i don't know anything about this article
     
    Last edited: Nov 27, 2017
  46. Rowlan

    Rowlan

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    Aug 4, 2016
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    @aliyeredon2 Would it be possible to add a reset button to lightingbox so that all values are reset to their defaults?
     
  47. UnityLighting

    UnityLighting

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    Create a new profile
     
    Last edited: Nov 28, 2017
    Rowlan likes this.
  48. larskroll

    larskroll

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    Tested latest version from asset store and it works fine on 5.6 and 2017.2 (Removed DX9 api from player settings for windows:


    Yes. Final asset store version works fine. As I write, the problem is with version 2.4f4, so the latest patch you have sent out.
     
  49. Atzig

    Atzig

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    Jul 17, 2014
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    I have reopened my project but the error continues to come up.
     
  50. UnityLighting

    UnityLighting

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    Your error is related to Post Processing Stack 2

    So first close Lighting Box window and delete below game objects from scene :
    Global_Volume
    LightingBox_Helper

    and open lighting box again.