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Graphics [RELEASED] Lumina GI -Real time Voxel based global illumination for URP-HDRP, no SDFs baking

Discussion in 'Tools In Progress' started by nasos_333, Jun 30, 2022.

  1. nasos_333

    nasos_333

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    Lumina GI - Real time true global illumination, is a new asset from ARTnGAME, that is targeting the creation of global illumination lighting in real time, with a voxelization method. The asset is for URP pipeline and is based on the SEGI system that was for Standard Pipeline.

    LUMINA GI is a fully real time, voxel based, true global illumination system (not screen space), that will keep the GI stable even if the light is out of the camera view, thus creating a fully realistic GI representation.

    LUMINA GI does not use any form of baking or probes, the system is ready to use instantly in any scene and zero baking or SDFs are required. Save months of work on baking and re-baking changed assets!

    The system is upgradable from Sky Master ULTIMATE at a deep discount. Also it is directly compatible with the Sky Master ULTIMATE URP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects. (Video)




















    Without Lumina GI


    With Lumina GI


    ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit - Discount Offers
     
    Last edited: Aug 21, 2023
    JoNax97 likes this.
  2. nasos_333

    nasos_333

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    Lumina GI - Real time true global illumination, is a new asset from ARTnGAME, that is targeting the creation of global illumination lighting in real time, with a voxelization method. The asset is for URP pipeline and is based on the SEGI system that was for Standard Pipeline.

    This is a fully real time, voxel based, true global illumination system (not screen space), that will keep the GI even if the light is out of the camera view, thus creating a fully realistic GI representation.

    The system will be upgradable from Sky Master ULTIMATE with a deep discount.

    ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit - Discount Offers
     
  3. nasos_333

    nasos_333

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  4. Kreshi

    Kreshi

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    Even though the results look different, your tool reminds me a little bit on my project I did back in 2015 for my master thesis (Voxel-based Realtime GI). I approximated diffuse GI with a special form of voxel-based "blurring" and trilinear interpolation. Specular GI (reflections) was (were) approximated with voxel-based raymarching methods. It achieved good results however the PBR function to compute lighting for reflected voxels was hardcoded.

    Anyway, sorry for my nostalgia, I just couldn't resist.
    I wish you good luck with your GI solution :).
     
    nasos_333 likes this.
  5. nasos_333

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    Hi, thanks :), nice insight also :).

    The system seems to work nicely so far, i checked with emissive particles also and is still very fast



    This demo is run in my 5 years old Dell XPS laptop (1050GTX).
     
  6. florianBrn

    florianBrn

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    Interesting! Could you show how it looks and performs at a higher resolution scale?
     
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  7. nasos_333

    nasos_333

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    Hi, you mean higher than the 1080p in the video ? I think i cant as i work on laptop and not sure if can enable more, but will check it out. What resolution have in mind ?
     
  8. nasos_333

    nasos_333

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  9. nasos_333

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  10. nasos_333

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  11. nasos_333

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  12. nasos_333

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  13. nasos_333

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    Last edited: Jul 5, 2022
  14. nasos_333

    nasos_333

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    Lumina GI - Real time true global illumination, work on testing GI stability.

    This video showcases the difference between a true Voxel based GI solution like LUMINA and screen space solutions, the voxel based will remain fully stable at all times and camera views, even when the colors of walls or sun light is not visible, light and color wont flicker or disappear with every camera motion and rotation as in screen space solutions

    The system will be upgradable from Sky Master ULTIMATE with a deep discount.

    ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit - Discount Offers
     
  15. Kreshi

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    Are you going to add voxel-based ambient occlusion to your GI solution in the future as well?
    Because atm there is some light leaking on the wall corners.
    Just curious, what is your voxel-resolution?
    Are you voxelizing the scene in every frame using a bounding-box and fading-out the effect from the bounding box corners (like I did in my master theses for example) or are you baking all voxels for the whole scene in some kind of octree (unreal engine solution used to be like that in 2012, I don't know about today) or do you have a completely different approach?
     
  16. nasos_333

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    Hi, ambient occlusion is already embedded, requires more tweaking probably for eliminating any extra light.

    The voxel resolution in the videos is 256x256x256. It runs nicely on my Dell XPS 1050GTX laptop, at least in the demo scenes above. Is a bit on the taxing side though for higher quality setting for the laptop.

    Scene is voxelized every frame by volume render a separate camera, there is options to turn it off if smaller space is used and there is no need to recalc after initial voxelization, or regulate recacls per x seconds and per y distance.
     
  17. crazBullet

    crazBullet

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    That looks amazing :), great work, i have been testing some screen space solutions for GI and while look nice, i just think wasted so much time with them because are always flickering when moving around the map or create strange effects, so this should be perfect for my game.

    When is the release planned ? Cant wait
     
  18. nasos_333

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    Hi, thanks :)

    I plan to release in a few days, the goal is 8th July
     
  19. nasos_333

    nasos_333

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  20. nasos_333

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  21. nasos_333

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  22. nasos_333

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  23. nasos_333

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    Original scene without LUMINA and Sky Master ULTIMATE Ethereal


    Original scene with Sky Master ULTIMATE Ethereal


    Original scene with LUMINA


    Original scene with LUMINA and Sky Master ULTIMATE Ethereal

    Lumina GI - Real time true Voxel based global illumination, work on combination of the Global Illumination with the Sky Master ULTIMATE URP - Ethereal Volumetric Lighting system. The two assets are made to be directly compatible and some samples of the combined demo work in progress is shown in the images above. The system will be upgradable from Sky Master ULTIMATE with a deep discount.

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  24. mikeCarma

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    wow, that looks crazy !!

    Is this a fully voxelized GI solution, or uses any screen space tricks ? I am interested in a stable effect, as screen space solutions create massive flickering and color changes, so are rather useless.

    Also what is the difference between Ethereal and Sky Master ULTIMATE URP ? In store is see both, which is giving the result like the above ?

    Thanks
     
  25. nasos_333

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    Last edited: Jul 11, 2022
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  26. nasos_333

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    The LUMINA HDRP version is now officially announced as i have managed to get the voxelization working and shaders display it, so is a matter of time for the full conversion
     
  27. nasos_333

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    Hi,

    Sorry for the late reply and thanks for the kind comments :)

    The system is fully voxelized, so will retain all scene information, color, lighting and shadows (from the sun) in the calculation of the GI effect at all camera orientations and positions, for a completely stable and realistic effect.

    The Ethereal is included in Sky Master ULTIMATE URP Beta, which i send to current users in Google Drive by presenting the invoice. I strongly recommend buy of Sky Master ULTIMATE first since can get massive discounts for all my other assets, including LUMINA.

    Let me know for any further questions.
     
  28. nasos_333

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    Lumina HDRP first base version is now finalized, remains to enable all modes and test.

    Lumina GI - Real time true Voxel based global illumination for URP has been released at the Unity Asset Store !!!

    Lumina GI is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded from Sky Master ULTIMATE for only $19 !!!

    Lumina GI - Real time true Voxel based global illumination can be combined directly with Sky Master ULTIMATE Ethereal
    volumetric lighting, for a complete cutting edge technically and realistic atmospheric and lighting simulation in URP.
     
    milox777 likes this.
  29. nasos_333

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    Lumina HDRP wip, the emissive lights pass is also done, so the system is very close to having a HDRP version as well :)
     
    Last edited: Jul 16, 2022
  30. nasos_333

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    Lumina HDRP wip, the first HDRP version is now finished, there is still some sync issue with the depth buffer since i get some minor ghosting in motion, hopefully will be resolved soon and HDRP version will be fully finalized.

    Lumina GI - Real time true Voxel based global illumination for URP has been released at the Unity Asset Store and is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded from Sky Master ULTIMATE for only $19 !!!

    Lumina GI - Real time true Voxel based global illumination can be combined directly with Sky Master ULTIMATE Ethereal volumetric lighting, for a complete cutting edge technically and realistic atmospheric and lighting simulation in URP.
     
    Starpaq2 likes this.
  31. superMario99

    superMario99

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    Holy moly, this looks unbelievable :) !!!!!!!!!!!!!!!!!!!

    How far is the HDRP version from release ?
     
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  32. nasos_333

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    Hi, thanks :)

    The system is fully working now and is 100% stable for HDRP too, so hopefully will soon be in Beta for all users of the current LUMINA URP system.

    The store release for the HDRP asset will come a bit later after has gone through some Beta testing.
     
  33. nasos_333

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    Lumina HDRP wip, the first HDRP version base is now finished, next wip is the reflections module shown in the images above.
     
    Last edited: Jul 17, 2022
  34. nasos_333

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    Lumina HDRP wip, the first HDRP version base is now finished, the reflections module shown in the 2 images above is also now finished and fully stable !!!.
     
    Last edited: Jul 18, 2022
  35. nasos_333

    nasos_333

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    Lumina HDRP wip, the first HDRP version base is now finished, the new reflections module i shown in the video above !

    Lumina GI - Real time true Voxel based global illumination for URP has been released at the Unity Asset Store and is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded from Sky Master ULTIMATE for only $19 !!!

    Lumina GI - Real time true Voxel based global illumination can be combined directly with Sky Master ULTIMATE Ethereal volumetric lighting, for a complete cutting edge technically and realistic atmospheric and lighting simulation in URP.

    This is a true real voxel based GI solution which means GI and light colors will not just disappear when the camera looks the other way of where the light source hits, which is the major issue with Screen space GI solutions like the one included in Unity HDRP.
     
    Starpaq2 likes this.
  36. wildsalmon

    wildsalmon

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    Damn, this is INCREDIBLE !!!!!!!

    I have been waiting for a proper GI solution for years and years and never thought one would come :), latest i tried HDRP screen space one and is not usable, as light flickers and not appear correctly, i suppose this is the main drawback to screen space solutions.

    You are god sent !!!!! :). When is the HDRP release happening ?
     
  37. nasos_333

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    Hi, thanks :)

    The HDRP version will be in Beta testing and available to all users of the current URP system, then will get a store release later in September.

    Lumina GI - Real time true Voxel based global illumination for URP has been released at the Unity Asset Store and is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded from Sky Master ULTIMATE for only $19 !!! and can be combined nicely with the Ethereal volumetric lighting system in Sky Master.

    Let me know for any further questions
     
  38. superMario99

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    Thanks :), cant wait !
     
  39. Oniros88

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    Hi! This looks really promising (HDRP) I have some questions.

    How is light leaking?

    Are reflections compatible with SSR? Like use SSR and fall back to Lumina.

    Is there anything that must be done at shader level? like use a special material or something, or is this compatible with everything?

    Can GI updates be done manually instead of over time? For example: turn a light switch and only then order the GI to update.

    Will URP users get the HDRP version? because with that discount it might be fine for me to get the URP version before the discount ends, since the HDRP version will be on store in September.

    What are the plans for cascades? So distant objects can get GI even if its at a real low detail (for example, buildings in the background getting sky lighting). And does this GI perform sky lighting?

    And a last question. I remember SEGI having a problem in which in dark areas everything looked "wet" when using its reflections. Will that be the case here?
     
  40. nasos_333

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    Hi, light leaking can be reduced based on the settings chosen, the system does have methods to reduce it, but depends a lot on the chosen quality.

    There is no fallback to SSR.

    The voxel update is fully controllable by script, can turn it off or on as needed.

    The HDRP version is a different asset and will be at a deep discount for current users when released. Also i plan to hold a testing Beta for current users to try early on.

    I do plan to do a cascade scheme, cant tell when will arrive though or if eventually will be possible, it all depends on the reception and reviews on the asset and technical difficulties on this.

    There is sky lighting emulation which affects also distant objects beyond the voxel space.

    About the reflections, can check on my videos and images above to see if is the look you would prefer. Also note the effect depends on both the detail and normal texture and of course all the system is still in progress to add more controls, as i have the full control of the code on this.
     
    Oniros88 likes this.
  41. nasos_333

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    np :), the HDRP version btw is almost ready to go Beta, will notify when this is done shortly here and in Discord.
     
  42. superMario99

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    oh that is great :), is there a date for it ? I want try it out asap as after migrating from Standard to HDRP without SEGI my levels are totally bland looking. The HDRP native screen space effect will not work in my case also as i need the lighting retained if the camera looks other way, because breaks any immersion otherwise.
     
  43. nasos_333

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    Hi, the HDRP Beta is now available, just send me the LUMINA invoice and will send link asap.
     
  44. Kreshi

    Kreshi

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    What material properties are mandatory required to be used by Lumina GI to compute voxel colors?
     
  45. nasos_333

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    Hi, the emission color and power is important if use the mesh as a light source and main color for the base GI.

    Also the main color Alpha controls the power of the emission over the actual emission so can refine the look further.

    Note that meshes of light sources could be in some layer that is not rendered in main camera, but is rendered in the GI camera by the chosen layers in the LUMINA script.

    Similar with these layers can control which scene objects take part in the GI calculation in general.

    Also the effect takes into account both main and emission set textures.

    The material normal texture and power will affect also the outcome if the reflections are used.
     
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  46. crazBullet

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    Great, thanks a lot for the clarification, amazing work :)

    At last we have a proper alternative to Lumen.
     
  47. nasos_333

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    Thanks :)

    Not sure on Lumen, as have not used it, if it also does volumetric lighting then LUMINA plus Sky Master ULTIMATE URP Ethereal volume lighting would be the full equivalent to it i suppose.
     
  48. nasos_333

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    Lumina GI - Real time true global illumination, HDRP BETA testing has started !!!

    All users of the current URP system can have access to the HDRP Beta before the store release. The HDRP asset will also be at a deep discount when released for all current users of LUMINA. Please provide the invoice in a personal message here or in email and will send links to the HDPR beta asap.

    Lumina GI for URP can be upgraded from Sky Master ULTIMATE for only $19 !!!

    The new system is directly compatible with the Sky Master ULTIMATE URP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects. (Video)
     
  49. nasos_333

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    Last edited: Aug 7, 2022
  50. nasos_333

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