Magic Lightmap Switcher - Storing, Switching and Blending Lightmaps in Real-Time

Hello everyone!

I want to show you a new asset that is still in development, but is already fulfilling some of its capabilities. Its main goal is to save lighting data for a scene (light probes, lightmaps, reflection probes, position and parameters of light sources) and instantly or smoothly switch between them. However, it seems to be capable of more, such as switching or blending lighting data for specific parts of the scene (buildings, rooms, or individual floors of the same building).

This is still in development, but what is already ready:

Blending four lightmaps (night, morning, day, evening) in real time at the shader level to simulate the Day-Night cycle. Blending occurs for lightmaps, light probes, and reflection probes. URP support is done.

Switching Demo
slushyjovialastrangiacoral

Blending Demo
deadgraciousgosling

I would be grateful for any comments. Good luck to everyone with your projects!

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Magic Lightmap Switcher Manual

13 Likes

As far as I understand it there is a gap in precomputed realtime GI solutions since Enlighten is being deprecated.

It looks like this would be really useful for mimicking it, e.g. by blending between lighting datasets based on rotation of a directional light.

I’m definitely interested.

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Yes, I’m just trying to get this to work in a build. Everything works well in the editor. Updates coming soon. :slight_smile:

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Nice!

I had been eyeing Magic Light Probes for quite some time now vs continuing down the faked GI path. The potential of Switcher was enough to get me to pull the trigger on buying it. The sale didn’t hurt either. :smile:

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Thanks! And yes, the sale will end very soon.

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I’m continuing to develop the asset and it’s time to mix the reflection probes!
The baked reflection probes are saved for different times of day and blend smoothly in real time at the shader level.

charmingtightbaleenwhale

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Would it support HDRP?

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Yes, I’m just working on SRP support.

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Is that last video really with baked lighting??

Yes, these are 4 lightmaps (Night, Morning, Day & Evening).
Mixed mode light source. Blending at the shader level. Just finished URP support. Further HDRP.

P.S.

Actually, there is a bug, terrain blending was disabled.

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Blending four lightmaps (night, morning, day, evening) in real time at the shader level to simulate the Day-Night cycle. Blending occurs for lightmaps, light probes, and reflection probes. URP support is done.

4 Likes

So pretty.

Since this is being performed at the shader level, will it be possible to use incorporate it into existing custom shaders with relatively minor changes?

Yes, but I don’t know yet how difficult it will be, I’m trying to make it enough to replace a few lines, but who knows what exactly and how is written in the custom shader. I will try to make clear instructions for this.

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Much appreciated!

One potential option that would be useful if possible/feasible would be an Amplify shader node.

Oh, I’ll see what I can do. However, such support is definitely needed.

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HDRP support implemented. Thus, we have support for Standard, Universal, and High Definition rendering pipelines. Full set. The next step is code optimization and organization. And then I will try to add support for the Bakery.

limpcookedfrillneckedlizard

6 Likes

Hi everyone! The asset is currently in beta testing, but for now I’ve compiled a demo scene.

The scene was built using the Standard Render Pipeline. Four sets of lighting data are blending in real time, this data contains - lightmaps, light probes, reflection probes for static and dynamic objects, fog settings, intensity, position and color of the main light source.

Download Playable Demo

4 Likes

The guide is already in development.
Magic Lightmap Switcher Manual

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Nice.
Does it works with Bakery Lightmaps with different Directional Modes and L1 probes?

Hi! No, I haven’t implemented work with RNM and SH yet, but it will definitely be. And yes, it works with L1 probes.