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!
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.
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.
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.
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.
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.
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.
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.