Hi Unity,
We just released our new Lighting Tool for Unity called LightMixer. With LightMixer you can light up your scene with complex lighting in minutes. Here is a list of features:
1 ) it’s Free
2 ) Point and click light placement
3 ) Point Light and Spot Light integration
4 ) 106 free cookies for spotlights
5 ) 14 free cube maps for point lights
6 ) 6 free light animation scripts
7 ) tri-color lighting effects (for full color image projection)
8 ) sync lights with music over 3 spectrum bands
9 ) automatically generate light probe networks for your scene
10 ) integrated light map baking
11 ) IT’S FREE!!!
You can download LightMixer here
Here is a feature overview video:
Enjoy!
Hi Everyone,
Version 1.0.2 was released in the Asset Store this morning.
This version contains more lighting effects as well as even more Cookies.
Enjoy!
This looks great. If you wanted to paint a scene with lots of lights with cookies what would the best way be to do it ? Would you just paint all the lights into the scene, bake it into a lightmap and then delete all the lights after you have generated the lightmap or would the light probes mean that you could leave the lights there without them taking much of a performance hit ?
Hi Ian,
Thanks for asking.
That exact scenario is actually built into the tool workflow.
It breaks down like this:
Any light you add to the scene (using the tool) is made static, with specific lightmapping instructions attached. The only exception to this is lights which are linked to the included scripts like the Light Animator, or Music Pulse. Those lights are left dynamic. If you use the light map baking tools in LightMixer, it will temporarily disable the dynamic lights and bake the scene with the statics. Once the bake is finished, it will then disable the static lights and re-enable the dynamic ones. From there if you have Unity Pro you can also use the auto light probe network generation tool to generate a lose or dense light probe grid for the remaining dynamic lights. You can get even better performance by setting up Occlusion Culling as well.
In addition to all of that, LightMixer will also automatically include a directional light at the top of your scene with a very low power intensity. This will make sure that you can keep your specular channel information after the light map is baked.
You can tell which lights are static and or dynamic in the scene by looking in the hierarchy viewer and looking at the names of your lights. They will either end with “Static” or “Dynamic”.
To more broadly answer your question, you can really use this tool universally in any scene, not just one you want to use cookies with. I wrote it out of necessity for my scene creation needs. I found that I spent a lot of time moving my scene around my lights trying to get my light placement just right. This tool takes a different approach in that you find parts of your scene that need lights, and just click there to add them.
I hope that answers your question.
P.S.
I will try to make a full workflow tutorial this week to better explain it all.
Just asking, but could you upload a .zip instead? I can’t access the asset store at school… 
BTW, do you plan on adding light-probe like functionality in future?