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

The plugin is under development at the moment. I have already postponed the release dates several times, as SRP ruins my life. This time, I hope to release it in a month.

There are switches and sliders in the interface. And even a preview of blending in editor mode.

Do you have a release date? Could you please release the built in pipeline version? I don’t need SRP support - it’s an unstable pipeline on mobile.
Also, could you release a demo where we can control the blending and move the camera and drag some objects around? I want to see how shadows interact with dynamic objects.

Hey! The version for the built-in pipeline is already done. I’m currently in the middle of supporting multi-scene workflow. I hope to finish this on a week. Please connect to the discord server and write me a private message. Let’s discuss which example you need. Maybe I can do it pretty quickly.

This is what Unity lacks out of box, geniusly done, can’t wait for URP support

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Thanks!
I know that I have been promising a release for a very long time. I just try to avoid as many bugs as possible at the start. I’m at the finish line, there are very few left.

Initially, a version with support for the built-in pipeline only will be available, as a separate asset in the store. Then, as soon as possible, an expansion pack to support URP + HDRP, also as a separate asset in the store.

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The first release of Magic Lightmap Switcher has been sent to the Asset Store!
This version is for the built-in rendering pipeline only, the SRP version is in development and will be available later.

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because of the day-night lightmaps,i study the shader for several days panfully.its very hard.and i cant understand how URP lit shader work.so i hope your tool can release asap veriy mush!im watching this post every day!forgive my english!

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i cant find it in asset?

Hey!
The asset is still in the publish queue. This is a lengthy process. The version that will be released only supports built-in rendering, support for URP and HDRP will be a little later. This is a huge problem indeed. SRP shaders look like ground beef. :face_with_spiral_eyes:

Will URP version be released in April?

I will try very hard, but I will not promise, as SRP has so many versions and continues to change. And although I already have support for it, there is still a lot of work to do. Also, I think I should be polling the audience available to me about which version is currently being used. I have support since version 7, but it seems to be out of date. In general, I will try to finish with it in April, but most likely it will take May too.

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hello, you would have support for bakery? if so, the full lighting mode work with baked shadows?

Hi! Yes, the Bakery is supported and what you say will work without problems.

Magic Lightmap Switcher has just become available in the Asset Store!

While the asset was being checked, a lot of work was done to find hidden bugs and optimize some things. Thanks to the beta testers for participating, I really appreciate it!

So the new version is ready and sent to the store, it will be available soon, however I can send the updated package directly, just let me know in PM.

Good luck to everyone and good luck to the asset!

Version 1.1
Bug Fixes:

  • Fixed a bug due to which the Shadowmask was not taken into account by the system.
  • Fixed a bug due to which the Bakery could not bake light probes
  • Unexpected system behavior for objects with a 0 lightmap scale
  • Fixed an issue where lightmaps were not displayed after baking manually using the standard Unity Lighting window.
  • Fixed a bug in the DayNightController (Day/Night Cycle example) script that caused the MLS Light component to be infinitely added to the sun object.

Changes:

  • Changed the mechanism of the shader patch. Now the patch is launched from the command line with administrator rights (for Windows). This should fix the access violation issue for most restricted users. For the rest, instructions are written in the documentation on how to get around the limitation.

Improvements:

  • Added a new blend option for CustomBlendable, now interpolation can occur between stored variable values.
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Moved thread to Assets And Assets Store forum.

I NEED THIS NOOOOOOW !!!

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Ok so, I love this and I love you and I really needed it so THANK YOU!
That being said, I’m using my own custom shaders and the manual doesn’t specify how to implement this on custom surface or vertex/pixel shaders.
I already sample the lightmaps myself in my custom shaders, so implementing this shouldn’t be hard. I see you include a custom Standard shader in there, so I would need to incorporate those changes in my custom shaders. Some advice would be really appreciated to speed things up. :slight_smile:

Yes, the documentation will change for a while. Definitely. :smile: As for the shaders. Do you use your own lighting functions, or is your shader just a surface shader that uses the Unity standard library to render lightmaps, reflections, light probes and more?

It’s actually a custom lighting function for surface shaders that does all of this manually: lightmaps, light probes and probe volumes calculations explicitly inside (not automatically generated by unity).
Then I use this lighting function on all the custom surface shaders I do.
So I would need to implement your custom lightmap sampling and light probe functions in my custom lighting function and it should work with all my custom shaders.

I use unity_SHA , unity_SHB , unity_SHC to calculate the actual lightprobe myself and SHEvalLinearL0L1_SampleProbeVolume for Probe Volumes
Then unity_Lightmap.Sample and DecodeDirectionalLightmap for lightmaps, so yeah, all manual stuff.

If you could put all your magic code in an include and use it as a #define or an inline function, that would be the best :slight_smile: