Directional Ambient Tools has recently been released on the asset store.
It is a package to replace the flat single color ambient lighting with a much more flexible and vibrant multi directional ambient setup.
Using directional ambient lighting instead of flat ambient lighting gives you the ability to easily change the look and feel of your scenes, without adding multiple light sources.
Features:
An easy to use editor, to quickly change ambient lighting setups.
Faked specular highlights.
Ambient Volumes, to apply different ambient light setups to various parts of your scene.
I wondered why you’d use this over lightmaps and light probes, but of course not all games use static lighting and lightmaps have their downsides - this looks great!
Not only that, but this is also more flexible than lightprobes as you don’t have to rebake everything and it works with Unity Free as well, which was my main goal.
Can you add a link to this thead inside the description on asset store? Usually when i see an update in the store first thing i do is click on description to go to thread see what’s new
I knew i will add this on purchase list even before watching video:smile:
Only one question: How many ambient lights can you use in scene without loosing much performance, and does it work for example if they are positioned very far apart, like one on one edge of terrain and second on other edge of terrain?
I guess you’re talking about a scenario where those two light setups are interpolated based on the position, right? If so, this is currently not possible, because lighting gets assigned per object. Therefor the whole terrain would get one single lighting. However it would be possible to add something that, for example, interpolates between two or four (more than four is unlikely) different setups for smooth looks. This would be a bit more complicated and heavier on the shader side, but i don’t see a reason why it wouldn’t work. At least the interpolation between two light setups works fine (already tested, but not added yet).
Edit: Oh and @ronan.thibaudau: Sure, will do it when i’m back at the dev machine
Oh nutsack. I just bought this but then saw the warning that it doesn’t work with Substances. It’s probably worth putting that in your first post! What exactly is the problem? Maybe I can work around it.
edit: Nevermind, the automatic switcher doesn’t work, but manually assigning them does which I was going to do anyway.
I had understood that perfectly (that it works but the switcher doesn’t), i was still wondering if it would get fixed later on or not.
The link you gave doesn’t seem to relate to the issue at all, it’s refering to expected output names (substance vs shader), i assume the switcher just reuse the same names as before so i don’t see the issue there?
@duke
The individual sliders seem to work fine for me. Are you using Unity 4 or 3.5?
@ronan.thibaudau
The issue is that when replacing the shader on substances it replaced all substance based materials with one single material. I haven’t found a good reason for this behavior so far, so i can’t tell you whether or not i’ll be able to fix this.