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Realtime GI System - Indirect Ilumination (WIP)

Discussion in 'Assets and Asset Store' started by CKahler, Jul 23, 2013.

?

Do you need a realtime GI system for your game, and how much money would you spend?

  1. Yes, but only for free !

    97 vote(s)
    36.6%
  2. Yes, I would spend 200 Dollars for it !

    147 vote(s)
    55.5%
  3. No, I don't need it !

    21 vote(s)
    7.9%
  1. vincentellis

    vincentellis

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    Oct 21, 2013
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    100
    Is this supported on Linux and Mac? Where we can buy it?
     
  2. mrbdrm

    mrbdrm

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    Mar 22, 2009
    Posts:
    510
    it's at the asset store :)
     
  3. blueivy

    blueivy

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    Mar 4, 2013
    Posts:
    615
    Any word on web demo?
     
  4. Seikan1

    Seikan1

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    Jul 8, 2013
    Posts:
    49
    I am guessing, is this delay related to a buffer problem with DX9 and Unity 4.3?
     
  5. Moonlight

    Moonlight

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    Jun 7, 2010
    Posts:
    41
    or maybe... just throwing the idea out there, I know it might be hard to understand, but maybe, just maybe, he has a life and is busy with the holidays. *everyone gasp*
     
  6. Seith

    Seith

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    Nov 3, 2012
    Posts:
    755
    Huh...?! What a preposterous concept! :mrgreen:
     
  7. Seikan1

    Seikan1

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    Jul 8, 2013
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    49
    Getting closer and closer.

    $itest01.jpg $test02.jpg
     
  8. angelodelvecchio

    angelodelvecchio

    Joined:
    Nov 15, 2012
    Posts:
    170
    Dynamic GI, Skyshop, Redlights, and of course ( HUMAN CREATIVITY ) soon, we will have UNITY3D CINEMA EDITION!

    Many thanks for this asset my friend! hope to see DX9 version, MANY MANY THANKS!
     
  9. kenshin

    kenshin

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    Apr 21, 2010
    Posts:
    936
  10. fermmmm

    fermmmm

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    Oct 18, 2013
    Posts:
    129
  11. Seikan1

    Seikan1

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    Jul 8, 2013
    Posts:
    49
    I am using Shadow Softener asset, one directional light with PCF4x4 filter.
     
  12. CKahler

    CKahler

    Joined:
    May 6, 2013
    Posts:
    149
    Last edited: Dec 3, 2013
  13. lazygunn

    lazygunn

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    Jul 24, 2011
    Posts:
    2,749
    Do not respond to the above (Also I think several people are enjoying the above order number, just a hunch, it'd be nice if Unity's asset store could embed some kind of licensing info about assets as well as their own licensing in builds)

    Great progress by the way, very impressed. I'll play with the demo when I finally get off the sofa but how well does it do with larger spaces? I'm not particularly that bothered about it (I figure is quite easy to rough out GI style light contribution when perspective and space is broadened) but asking anyways
     
  14. angelodelvecchio

    angelodelvecchio

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    Nov 15, 2012
    Posts:
    170
    what unity tech are waiting to hire you ?
     
  15. zelmund

    zelmund

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    Mar 2, 2012
    Posts:
    432
    shhhh. he is secret agent on unitech
     
  16. fieldztime

    fieldztime

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    Sep 1, 2012
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    13
  17. CKahler

    CKahler

    Joined:
    May 6, 2013
    Posts:
    149
    @SOULSSAGA: The AO multiplier controller in demo should be used to set the AO to the right visual value that suits your needs (of course you can destory the look of the AO when you set it wrong), it really depends on the grid size and the quality level, also the cone ratio value affects the AO look.
    You should never make your invoice number public, I have to put it on my "black list", because everyone could use it now.
    I also stopped reading post of people who start comparing with other engines... seriously, do you think I don't know about the new techs of other engines?
    By the way, the cryengine looks good, because they have good 3d artists. All the shots you posted could be reproduced with unity and dGI right now if you have the models and textures (and the know-how).
     
    Last edited: Dec 6, 2013
  18. lazygunn

    lazygunn

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    Jul 24, 2011
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    2,749
    I wish this was drilled into proto-gamedevs brains in a painful initiation to this kind of software before they ever talk about games middleware ever again
     
  19. nipoco

    nipoco

    Joined:
    Sep 1, 2011
    Posts:
    2,008
    That's not necessarily true. You don't get fog volumes with shadowing in Unity, nor such superior Post FX, and a lot other cutting edge tech. Not to mention the performance.

    Edit:
    Don't get me wrong. Unity is great and your plug-in too. But it still has it's limitations compared to Cryengine.
    And yes. Posting the own invoice number is not really smart...
     
    Last edited: Dec 6, 2013
  20. CKahler

    CKahler

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    May 6, 2013
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    149
    I think there is a fog volume plugin in the asset store... my point was that not just fog volume or gi makes these aaa engines look good.
     
  21. nipoco

    nipoco

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    Sep 1, 2011
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    2,008
    Indeed.

    People look too much at what the engine can do, rather than what they can do.

    You certainly can get the triple A game look in Unity too.
     
  22. zelmund

    zelmund

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    Mar 2, 2012
    Posts:
    432
    sorry for asking, but pragma target 5.0 not working in that moment. ist it normal for now?
    i mean if i use only this strokes:


    #pragma surface surf Lambert
    #pragma target 5.0


    tesselation shaders (buit in) works fine, but custom seems need something more.

    SOLUTION FOUND: #pragma surface surf BlinnPhong need instead of #pragma surface surf Lambert if we want pragma target 5.0
     
    Last edited: Dec 6, 2013
  23. lazygunn

    lazygunn

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    Jul 24, 2011
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    2,749
    Hah, funny enough i linked a guy who's good with shadow stuff a good bunch of source code regarding volume shadows just a bit earlier, who knows, we miht get that one day


    And unity might not get effects like that using complete systems (that would no doubt make getting the look reasonably straightforward) but theres ways of faking everything and if you can be arsed, you can indeed get unity lookng like that
     
  24. Soul-Challenger

    Soul-Challenger

    Joined:
    Dec 30, 2010
    Posts:
    152
    Same question in my head. Will this work with huge outdoor scenes?
     
  25. zelmund

    zelmund

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    Mar 2, 2012
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    it is. no matter how big scene is. dgi work in anyway and with same perfomance
     
  26. XeviaN360

    XeviaN360

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    Jun 3, 2010
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    Can't wait! :D
     
  27. zelmund

    zelmund

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    Mar 2, 2012
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    Hello, CKahler . How do you do there? ))
     
  28. mrbdrm

    mrbdrm

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    Mar 22, 2009
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    hey
    any update your working on? especially performance wise, its been almost 5 months since the last update.
     
  29. cadviz

    cadviz

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    Jan 17, 2012
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    28
    Hi...
    At the first post the second third Videos are private...!!:mad:
    What does that mean...!!?:confused:
     
  30. zelmund

    zelmund

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    Mar 2, 2012
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    ckahler get you a new link. i think this thred is old now. better go to new link.
     
  31. TheGameWizard

    TheGameWizard

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    Oct 22, 2013
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    12
    Wish it were fast enough... great to see DX-9 support... right now its a frame rate killer. 200$ is fine if impact is less than 10%. Anyways, what are the plans regarding Unity 5. they are having realtime GI anyways
     
  32. CKahler

    CKahler

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    May 6, 2013
    Posts:
    149
    Hi, this thread is old and I'm currently not working on the asset, I will continue in July and include/add a new GI technique.
     
  33. BuildABurgerBurg

    BuildABurgerBurg

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    Nov 5, 2012
    Posts:
    566
    So this is no longer on the asset store..

    whats happening?

    are really still working on it?
     
  34. zelmund

    zelmund

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    Mar 2, 2012
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    432
    its a damn shame but i think its just stoped and never continue
     
  35. Mauri

    Mauri

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    Dec 9, 2010
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    2,657
  36. CKahler

    CKahler

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    May 6, 2013
    Posts:
    149
  37. gameDevi

    gameDevi

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    Oct 14, 2015
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    are you still working on it?
     
  38. zelmund

    zelmund

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    Mar 2, 2012
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    its a dead project
     
  39. Galfaroth

    Galfaroth

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    Sep 20, 2009
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    19