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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. UnityLighting

    UnityLighting

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    This is an separate asset
    uploaded Dec 7 for review
     
  2. UnityLighting

    UnityLighting

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    New water shader + tutorial for Amplify Shader Editor:

    photo_2017-12-21_01-41-50.jpg




    photo_2017-12-21_01-41-52.jpg
     
    Rowlan and blitzvb like this.
  3. blitzvb

    blitzvb

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    Wow!

    And it’s really cool to include the ASE graph.
     
  4. UnityLighting

    UnityLighting

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    This is a simple fake water shader (Like UE4) for best optimization :
    Untitled.jpg
     
  5. blitzvb

    blitzvb

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    Do you have a property to tune down the reflection?
     
  6. UnityLighting

    UnityLighting

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    Yes you can control it using:
    Reflection probe intensity
    Smoothness
    Metallic
     
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  7. SirTwistedStorm

    SirTwistedStorm

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  8. UnityLighting

    UnityLighting

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  9. UnityLighting

    UnityLighting

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    Yes

    this is just an fake shader based on my fake water tutorial + water movement (Offset panner over time * speed)
     
  10. tri-stratos

    tri-stratos

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    Separate asset?
    Why can’t we have them both in one ?
    In any is there a discount for at least those loyal users of us that bought the lightingBox already ?
    I
     
  11. UnityLighting

    UnityLighting

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    i will make a discount for LB users

    It's not possible to combine these 2 assets

    Because all effects are different

    Also if you already purchased LB only for mobile use, contact me to get it for free
     
  12. UnityLighting

    UnityLighting

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    Maximum performance:
    - Use low or medium shadow quality in Edit->Project->Quality settings
    - Use medium or low AO quality
    - use standard shader for terrain instead of tessellation shader. Only use tessellation shader for visualization purposes and not real time games
    - Reduce camera far view distance in final step
    - Reduce detail destiny in terrain's settings
    - Use low poly models. Optimize all models using Simplygon (free plugin for windows 10)
    - If you wan maximum possible performance, Bake fully your scene and use light probes for dynamic objects (like most UE4 games that are optimized very well , because fully are baked)
    - Don't use occlusion Culling in out door scenes. OC is CPU performance killer - Drag and drop Settings canvas from prefabs folder into your scene to get access to user controlled quality and game performance settings ...
     
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  13. Migueljb

    Migueljb

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    mountainforest.jpg

    Finally got around to trying out the latest Lightingbox with one of my recent environments. Here's the video on it.
     
  14. UnityLighting

    UnityLighting

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    Fully Baked vs Fully Realtime:
    Webp.net-gifmaker.gif
    Baked Mixed vs Fully Realtime:
    BakeMixed vs Fullyreal.gif
    Fully Baked vs Baked Mixed Mode:
    FB vs BM.gif
     
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  15. blitzvb

    blitzvb

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  16. UnityLighting

    UnityLighting

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    One of the most important lightmapping problem is terrain's lightmap resolution.
    To solve this issue, you can use 4096 lightmap size for terrain lightmapping

    Another problem is bake time. You can use Enlighten lightmapper with very low preset. In this mode you can bake for example ~10 hours (PLM) in 30 min (Enlighten):



    Webp.net-gifmaker (1).gif
     
    Last edited: Dec 22, 2017
    ftejada likes this.
  17. tri-stratos

    tri-stratos

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    I want both for desktop and mobile
    So PLEASE let when will it be available and how may get it with a reasonable discount!
     
  18. UnityLighting

    UnityLighting

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    Discount will be available in first month (20$=>10S)
    Upgrade from LB 5$
     
  19. UnityLighting

    UnityLighting

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    Baked using ENlighten:
    photo_2017-12-22_03-08-29.jpg photo_2017-12-22_03-08-32.jpg photo_2017-12-22_03-08-33.jpg photo_2017-12-22_03-08-34.jpg photo_2017-12-22_03-08-35.jpg
    photo_2017-12-22_03-08-33.jpg

    photo_2017-12-22_03-08-32.jpg
     
    Virtuadreamer likes this.
  20. tri-stratos

    tri-stratos

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    sounds reasonable
    keep us posted when available
     
  21. UnityLighting

    UnityLighting

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    Added color customization for LB's window GUI:



    Untitled.jpg
     
    ftejada and blitzvb like this.
  22. witcher101

    witcher101

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    Is there anyway to use amplify color with LB
     
  23. UnityLighting

    UnityLighting

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    1. Open Lighting Box helper script and remove Color_Grading function body codes:
    12.jpg
    2. Select External as color grading mode and drag your LUT file:

    21.jpg
     
  24. UnityLighting

    UnityLighting

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    I'm currently paling Star Wars battle front 2. I want to focus on Optimization :
    1. All volumetric light's are shaft textures with billboard script\shader (i will send the shader and scripts)
    2. To create wide bloom lens effects, open Bloom script and change test values to get same effect:


    Untitled.jpg
    Untitled21.jpg
     
  25. UnityLighting

    UnityLighting

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  26. ftejada

    ftejada

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    Hi @aliyeredon2

    A silly question ...

    Baked - Mixed mode, what is it exactly? Is half realtime and half baked for static objects?

    I do not understand very well what is the difference between the full GI in real time and the Baked - Mixed mode that you refer to in the photos

    A clarification is appreciated because of the visual results that I see in your tests, it seems to me that the most realistic way to present the lighting would be the Baked - Mixed mode ... But I do not know if this would work for a game in which has day and night cycles

    a greeting
     
  27. buttmatrix

    buttmatrix

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    Mixed mode is exactly that: when enabled, static objects receive baked GI, dynamic (non-static objects) receive precomputed real-time GI. Best results when using Shadowmask or Distance Shadowmask.
     
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  28. ftejada

    ftejada

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    hi @buttmatrix thanks for the reply.

    This means that when you have mixed mode, the shadows of static objects would not change when changing the rotation of the sun in a day / night cycle or we move the lights??

    To have the Mixed mode baked GI I have to leave both the "RealtimeLighting" and "Mixed Lighting" option in the "Lighting" options ???

    regards
     
  29. buttmatrix

    buttmatrix

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    ^this is exactly right. Both precomputed real-time GI and baked GI need to be enabled in the lighting window. Each light source needs to be set as well, which can be done per light, or in the light explorer.
     
    ftejada likes this.
  30. UnityLighting

    UnityLighting

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  31. UnityLighting

    UnityLighting

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  32. UnityLighting

    UnityLighting

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    Some WebGL tips:
    - Use latest unity version for Linear color space support for Web GL 2.0
    - Use forward rendering
    - Use less grass on terrain (needs much memory))
    - Increase Memory to 512
    - Disable Volumetric Lighting
    - Disable SSR*s (i didn't tested)
    - Don't use Realtime GI


    photo_2018-01-02_13-53-44.jpg
    photo_2018-01-02_13-53-44.jpg photo_2018-01-02_13-53-47.jpg photo_2018-01-02_13-53-48.jpg
     
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  33. antoripa

    antoripa

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  34. UnityLighting

    UnityLighting

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    Frostbite Style Fake volumetric Fog and particle effect tutorial coming today (based on particle shaders in 2017.3) :

    Useful for creating :
    - Volumetric Fogs (Very optimized) with shadow support and blend and distance based fade mode
    - Fake shaft effects (+ billboard script)
    - Clouds with Shadow
    photo_2018-01-03_08-24-19.jpg
    photo_2018-01-03_08-24-16.jpg
    photo_2018-01-03_08-24-18.jpg
     
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  35. UnityLighting

    UnityLighting

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  36. blitzvb

    blitzvb

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    Your volumetric fog is damn good!
     
  37. UnityLighting

    UnityLighting

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    90% of the Frostbite Effects are fake
    It's the high performance reason of the frostbite games
    1. Color Grading
    2. Particle Effects
    3. Reflections

    SO You can see same game with same visuals in both x 360 and xbox one (BF4)

    Frostbite didn't used Tessellation for terrains and used small 3d model detail;s painted on some part of the terrain instead (in some case not 100% )

    This is a proper solution for optimization and details

    Also didn't used Sun shaft in image effects. Used simple textures with particle shaders on Quads with billboard scripts

    Also used bloom effect for simulating most lens flares (Start Wars BF 2)
     
    Last edited: Jan 3, 2018
  38. blitzvb

    blitzvb

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    Very interesting.

    For the reflection how they do it?
     
  39. UnityLighting

    UnityLighting

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    Stochastic SSR for interior scenes + reflection probes

    for outdoor, needs more playing the game

    Wait a few minutes
     
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  40. UnityLighting

    UnityLighting

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  41. blitzvb

    blitzvb

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    Are you going to include this particule effect inside lighting box ?
     
  42. UnityLighting

    UnityLighting

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    Yes i can share something

    Screenshot game review (Technical Review):

    Paragon

    Star Wars BF2

    Unreal Tournament 4

    Paragon:
    - Fully baked
    - Sun shaft
    - Bloom with high threshold and white color
    - Low poly optimized model with very well designed texture (like all other UE art), i think designed by Substance Painter and Designer (Designer is more powerful)

    UT4:
    - Fully baked
    - Bloom with low intensity and low Threshold
    - Without dynamic lighting

    SW BF2:
    - Sun shaft + fake shaft
    - Fake particle based volumetric Fog
    - Very well eye adaptation
    - Stochastic ssr with some noise



    starwarsbattlefrontii 2018-01-04 11-43-56-96.jpg
    starwarsbattlefrontii 2018-01-04 11-44-59-58.jpg
    OrionClient-Win64-Shipping 2018-01-04 08-51-10-66.jpg
    OrionClient-Win64-Shipping 2018-01-04 08-55-22-31.jpg
    UE4-Win64-Shipping 2018-01-04 10-02-19-07.jpg
     
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  43. blitzvb

    blitzvb

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    Yeah just add the particule inside the terrain demo so we have the effect as is without having to reproduce it ourself.

    Thanks for sharing all those game tricks. It’s very interesting.

    I am reading that website too : https://simonschreibt.de/game-art-tricks/
     
  44. UnityLighting

    UnityLighting

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  45. UnityLighting

    UnityLighting

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    Realistic Realtime Optimized Terrain Deformation:
    photo_2018-01-04_16-22-30.jpg photo_2018-01-04_16-22-32.jpg photo_2018-01-04_16-22-33.jpg
    photo_2018-01-04_16-22-32.jpg
     
  46. buttmatrix

    buttmatrix

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  47. Rowlan

    Rowlan

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    That's cool. Could you please share it? I'm working on something similar too. I'd like to create paths and rivers by simply having balls running down the Unity terrain, i. e. use the natural physics. In this vid I'm first removing the vegetation:



    Next step would be to lower the terrain. But since you already have it, it would be great if you you could share your code. In the end I'd like to save the height map and use it for the terrain.

    ps: Video uses Lighting Box of course :D
     
    buttmatrix likes this.
  48. boxhallowed

    boxhallowed

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  49. blitzvb

    blitzvb

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    @aliyeredon2 when do you update LB because I really wanted to add the water and the “fake” volumetric fog ;)
     
  50. UnityLighting

    UnityLighting

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    Sure. I will upload a video soon
    Just increase resolution if you are baking lightmap. You must deattach models (Separate in maya) to have higher resolution o models. If you are using Combined model, your native lightmap resolution would be low. In this case set Lightmap Size to 2048 - 4096 instead
    Sure
    Will be available in LB 2.7 as sample demo
    Main script is from an old topic about unity 2.6. I just edited it to get maximum performance, fixing bugs and integrating with wheel colliders . You can use it on everything

    Today ...