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[RELEASED] - Screen Space Area Lights (SSAL)

Discussion in 'Assets and Asset Store' started by MPanknin, Mar 25, 2013.

  1. ZJP

    ZJP

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    Unity PRO only?

    ?? ;)
     
  2. MPanknin

    MPanknin

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    Yes, redLights will be Pro only.

    I'm not sure, regarding the other shaders, It's been while, since I wrote those.
     
  3. ZJP

    ZJP

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    Thx..
    BTW, nice Blog.
     
    Last edited: Apr 15, 2013
  4. MPanknin

    MPanknin

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    Thx :)
     
  5. MPanknin

    MPanknin

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    The redLights package has been submitted and is currently pending in the asset store review process.
    It should be available by the beginning of next week.

    As a little sneak preview you can take a look at the documentation.
     
  6. Tjomas

    Tjomas

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    finally ;)
     
  7. MPanknin

    MPanknin

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    The first version will include the following:

    Unity versions: 4.x (Pro required)
    OS: Windows, Mac
    Platforms: Standalone, Webplayer

    The package will include all shaders, scripts and prefabs that are needed to integrate the redLights into a unity scene. However, in order to keep the packet size small, the demo scenes are not included. These will be available for download at our website. I will post the download link, as soon as the package gets approved by the asset store team.

    There will be two demo scenes. The first is the complete loft scene, that we used for the online demo. The second scene demonstrates the three different area light types next to each other. There will be three light-prefabs to choose from:

    1. AreaLightColored - This is the basic component. It illuminates the scene with a single color. (The wall lights from the web demo)
    2. AreaLightTextured - In addition to AreaLightColored this component also uses a texture for illumination. (The neon sign from the web demo)
    3. AreaLightAnimated - This is an extension of AreaLightTextured. It takes an image sequence as input and provides basic functions for playback. (The tv-display from the web demo)

    Features for upcoming releases are:
    Support for unity version: 3.5.x
    Support for mobile
    Support for elliptical light emitters
    Support for shadows

    Cheers,
    Martin
     
    Last edited: Apr 18, 2013
  8. nuverian

    nuverian

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    Ill but first thing in Monday then :)
    Good job on the release
     
  9. Metakid

    Metakid

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    +1 on that
     
  10. LeeAllen

    LeeAllen

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    Can't wait. Hope it's added soon...
     
  11. lod3

    lod3

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    Agreed. Guess submissions is really backed up :(


     
  12. MPanknin

    MPanknin

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    Neither can we. It's still in the review process, though.
    I will let you know, as soon as it's available.
     
  13. Metakid

    Metakid

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    Yea I've checked the store for this like 150 times in the past few days... the suspense is killing me.
     
  14. Tjomas

    Tjomas

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    to shorten the waiting time, we have created a new demo scene.
    faking global illumination with screen space area lights ;)
    all the lighting comes from ssal. ambient = 0....

    http://www.redplant.de/lab/ssal.html





     

    Attached Files:

    Last edited: Apr 26, 2013
  15. nuverian

    nuverian

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    looking great, but not as great as actually having it :)
    Nice images:p
     
  16. MPanknin

    MPanknin

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    Still no feedback from the review team.
    They seem to be checking the package really diligently... :neutral:
     
  17. elbows

    elbows

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    Any chance of a vague idea about timescale for a Unity 3.5 version?
     
  18. LeeAllen

    LeeAllen

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  19. MPanknin

    MPanknin

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  20. MPanknin

    MPanknin

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  21. LeeAllen

    LeeAllen

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    Just wanted to say that this works as advertised and is super simple to implement.

    2 things I have noticed so far that you may want to take a look at (In editor play mode, I have not tried a build yet)

    1) If you have anti-aliasing as a post effect it will override the light emissions from the light sources. No pretty lights.....
    2) If the light is directly above a moving character there may be some strange ghosting. This seems to be something that can be adjusted out but I have only used the asset for about 10 minutes so far LOL...

    I really like the look that this asset is going to give my game!! Thank you!

    Lee
     
    Last edited: Apr 29, 2013
  22. MPanknin

    MPanknin

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    Hi elbows, as soon as possible. It is actually working with 3.5 already. However, there is a minor glitch when using normal maps in forward rendering path, that needs to be fixed.
     
  23. MPanknin

    MPanknin

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    Yay! Our first officially satisfied customer. Glad you like it. :D

    I will take a look at the problems, that you have mentioned.
     
  24. MPanknin

    MPanknin

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    Hi Lee, can you please provide an example scene, that illustrates the issue with the post anti-aliasing? I just checked all available filters in the living-room scene and didn't see any problems.
     
  25. LeeAllen

    LeeAllen

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    This only occurs when using FXAA3Console Technique. Woot! The other techniques work fine.

    $withFSAA.png

    $WOFSAA.png
     
    Last edited: May 1, 2013
  26. crazyhorse666

    crazyhorse666

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    Hi great looking product ..:)

    a couple of questions ..
    1.Can u make the light source itself invisible and just have the resulting light in the scene ?

    2.is the falloff on the light intensity ajustable

    3. could we be able to apply this effect to a mesh or a unity primative soon ?
     
  27. Tjomas

    Tjomas

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    hi crazyhorse666

    thanks for your feedback.

    1) The mesh renderer is optional. You can just turn it off.
    I have used this technique in the cornell box demo. The lights are located just before the wall without a renderer. I have moved the lights closer to the center, to show the effect.









    2) The following can be controlled individually:
    Intensity, Color, Texture, Generate Spec (true/false), Attenuation (Constant / Linear / Quadratic)

    3) Not at the moment ;)
     
    Last edited: May 3, 2013
  28. Tjomas

    Tjomas

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  29. crazyhorse666

    crazyhorse666

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    nice does this work in defferred render path ? and linear color space ?
     
  30. Tjomas

    Tjomas

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    hi,

    in unity 4.x, it works in the deferred, forward and vertex lit render path.
    in unity 3.5 pro, it works only in the deferred render path.
     
  31. Play_Edu

    Play_Edu

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    awes....m but can you tell me it's work with mobile
     
  32. MPanknin

    MPanknin

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    Hi Play_Edu, not at the moment. Support for mobile is currently under development.
     
  33. nuverian

    nuverian

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    Couldn't find it. Does it work in DX11, linear, deffered?
     
  34. MPanknin

    MPanknin

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    Hi, it will by next week.
    Another user spotted a minor bug in DX11 mode, that I'm currently fixing. I'll post here, when the patched version is online.
     
  35. nuverian

    nuverian

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    Good to hear. Thanks
     
  36. janpec

    janpec

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    1.Demo scenes have serious bug on my side it completly disables mouse and i have to restart computer in order to use it again.

    2. It is really needed thing for Unity lighting system, does this work with huge outdoor nature scenes where there is only 1 lightsource such as sun (directional light)?
    If so what is drawcall impact?
     
  37. MPanknin

    MPanknin

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    Hi janpec, this is really unusual. Can you please give me some more details? What demo scene are you referring to? And please send me the editor log file after you have experienced such a total crash.


    It should work with any kind of scene, since, at heart, it is basically just an image effect. Light rendering takes place after unity finishes regular rendering of your scene. The exact execution time is Camera.main.OnRenderObject.

    The process is roughly as follows:

    In LateUpdate:
    1. Update frustum rays for position reconstruction in the lights fragment shader.
    2. Update some matrices (ViewProjInverse, NormalMatrix etc.).
    3. Update buffer with shader replacement. AlbedoBuffer, TransparencyBuffer. NormalBuffer is only generated in forward rendering. In deferred mode the existing NormalBuffer is used.

    In OnRenderObject:
    1. Update lights (Set matrices and render buffer).
    2. Render each light as fullscreen quad.

    So depending on the complexity of your scene, generating the necessary render buffers might be expensive. However, subsequent light rendering is completely decoupled from this and should work with any kind of scene.

    Cheers,
    Martin
     
  38. stevenapolo7

    stevenapolo7

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    Hi, i downloaded the Demo Package but it is not working, i opened the scene called "Lighttypes" but it shows a message that says "The referenced script on this behaviour is missing!", i press the play button and the scene is empty, i need to simulate something like this $softbox.jpg , is this possible with this asset? by the way, im using unity 3.5.6 pro

    thanks
     
  39. MPanknin

    MPanknin

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    Hi stevenapolo7, the demo scenes only work, if you purchased the redLight package first. Consider them as additional reference material to the package. We separated the demo scenes from the asset store package in order to keep the download size small.

    Unfortunately I can't see the attached image, that you are referring to.
     
  40. stevenapolo7

    stevenapolo7

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  41. janpec

    janpec

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    Thanks for answer, would it be possible to see demo video or screenshots of some outdoor nature scenes?
     
  42. MPanknin

    MPanknin

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    Generally speaking, yes this is something that you can realise with the redLights. However, right now we only support planar, rectangular light emitters. The lamp in your screenshot has a slightly concave shape. If this is what you are after, then I'm afraid you will have to wait for a future release. Non-planar or elliptical light emitters are currently not supported.

    The same for shadows. It's on our roadmap, but not yet implemented.
     
  43. MPanknin

    MPanknin

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    To be honest, I haven't got any outdoor scenes at hand. :)

    I'll see what I can come up with next week.

    Nice weekend everybody!
     
  44. stevenapolo7

    stevenapolo7

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    Thanks for the answer, this asset is just what i need but i`ll wait until shadows be implemented :D

    Success
     
  45. zelmund

    zelmund

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    hi there, i watched videos and saw some interesting thing.... there is no shadows at all, will that feature implemented in future?
     
  46. MPanknin

    MPanknin

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    Hi zelmund, shadows are on our TODO-list, but not yet implemented.
     
  47. crazyhorse666

    crazyhorse666

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    Hi redlight team ..

    Just thought i would put out a wish list for this great addin to unity ...

    Shadows of course .!

    the ability to use any geometry as light source.
    2 sided plane for 2 sources of independantly ajustable area light .

    loooking forward to the DX11 working version of the software i have many uses for it !

    Thks

    Crazyhorse666
     
  48. MPanknin

    MPanknin

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    Hi, glad you like it! :)

    This can already be accomplished by placing two light emitters on top of each other, each facing away from the other. Or I misunderstood, what you are trying to do.

    We just uploaded the patched version to the asset store. DX11 support is included. I'll let you know, when it gets approved.
     
  49. MPanknin

    MPanknin

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    Btw. does anyone know how to change the tread title? I would really like to change it from [Coming soon] to [Released]. I already wrote two PMs to one of the moderators, but received no answer yet. Are there any forum tools available, that I'm not aware of?
     
  50. Thomas-Pasieka

    Thomas-Pasieka

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    Looks like a very interesting plugin. Can you give us some info on what the performance impact is like? Your thread title has been changed btw.