[Released] Physically Based Area Lights - redLights 2.0

Hi there,

the team of redPlant is excited to announce the upcoming release of the new redLights 2.0 plugin. In order to support the new rendering goodies in Unity 5.0 we have rewritten our area lights from scratch. The new version 2.0 is not based on SSAL anymore and follows Unity’s rendering pipeline more closely.

The new lights support most of what the stock lights are capable of (forward/deferred, mobile/web/standalone, light culling masks etc.).

redlights 2.0 are more flexible, faster and better looking!

https://www.assetstore.unity3d.com/en/#!/content/29575

Features of current version:

  • Supported emitter types. Rectangular, Spherical, Disc, Tube

  • Supports the new physically based Standard Shader

  • IES light profile integration

  • Deep editor integration

  • Works in Forward & Deferred Shading rendering path

  • Works on Windows / Mac


Roadmap for future updates:

  • Mobile support. Mobile export is already working, however we still need to do some performance tuning, before we support it officially.

  • Support for textured emitter (Rects & Spheres). We have a working version for this, but we need to eliminate a couple of minor rendering glitches, before we support it officialy.

Web Demo
http://de.redplant.de/lab/pbal.html

Small teaser
https://www.youtube.com/watch?v=YStqi4RqKMY
https://www.youtube.com/watch?v=AmY0cjDDMks
https://www.youtube.com/watch?v=9FwbY6JDlWc
Content Credits
Models:
Mannequin: Blend Swap | Wooden mannequin - Rigged
Studio: Blend Swap | photo studio objects
Sound:
Freesound - Saber humming.wav by arnaljl

8 Likes

Cool one

1 Like

are they skyshopp ready?

Not out of the box, I’m afraid. Skyshop uses it’s own suite of material shaders, while we only support the new PBS standard shader that ships with Unity 5.0.

Not sure, how complex it would be to integrate our lights with Skyshop, but it should be certainly possible. We’ll do some tests after we have released redLights 2.0 and keep you guys posted.

Do you use command buffers to do this? I’d imagine they were a brilliant way to get a robust area lights system going, with examples in the blog.

No, we don’t use CommandBuffers. We’ve read that article with great interest, but right now we use a different setup that avoids any pro features.

We might switch to CommandBuffers in a future update, since they certainly simplify a couple of things but beforehand we need to figure out if/how they can completely replace our current setup (in forward rendering for instance).

Working with the area lights :wink:

Model by ScottGraham: http://www.blendswap.com/blends/view/76637

Hi there,

small update for today. We survived carnival and will upload our package to the assetstore this week (probably tomorrow). We are currently finishing the documentation and are preparing the key images for the store entry.

However, we have decided to release the package in two phases, since there are still some minor glitches that we want to get rid of, before releasing all the functionality.

It will most probably look like this:

Features release 1:

  • 5.0 Pro only
  • Monochrome emitters (Rect, Disc, Sphere, Tube, IES)
  • Support for Standalone & Webplayer
  • Support for new PBS Standard shader
  • Forward & Deferred Shading
  • Shader Model 3.0 and above

Additional features release 2:

  • Indie Version. I don’t see why this shouldn’t work, but we need to wait for 5.0 release in order to test this
  • Support for mobile. Done 90%. This needs to be fixed from Unity side first
  • Textured emitter (Rect, Sphere). Done 90%. See screenshot above. Still minor rendering artefacts on grazing angles
  • Legacy shader support. Done 90%. Some minor glitches in Forward rendering of Legacy shader, nothing serious though
  • 4.6 Support

Additional features release 3

  • We are open for suggestions… :slight_smile: (For example Skyshop integration)

Thanks for reading all of this!

Cheers,
Martin

1 Like

Wow, this sounds awesome! Can’t wait to test it out with Unity5.
As for release 3: How about a Shader Forge integration? :slight_smile:

Hi there,

redLights 2.0 has been uploaded for review. We let you know, as soon as it is available for download.

Big thx to the team!

Cheers,
Martin

Sounds interesting.
I don’t know anything about Shader Forge, but we will take a look at it.

Thanks

1 Like

Just to be clear, this works just fine then with Enlighten? (understanding as you say this is no different than standard unity lights)

As it is now, Area Lights appear broken in U5.x, where intensity is dictated by the size of the emiiter, yet you clearly have area lights with an intensity parameter. Your emitter strength is independent of emitter size?

Thank you!

-Steven

Hi Steve,

our lights can not be baked into lightmaps at the moment. However, they can be used on top of other lightmapped materials. We are currently investigating several ways to support enlighten. But this won’t be included in the current release.

This has also been asked by another user in the old SSAL thread. A possible workaround is to use a couple of point lights to fake GI.

I’ll update the first post to avoid any future misunderstandings. Thanks!

Yes, the size of the emitter influences the lights intensity. However, if you want you can still attenuate / amplify the lights intensity with the respective intensity parameter.

Martin

Okay and to be even clearer, I was referring only to real-time Enlighten. I figured if it’s not much different than the Standard Light model in Unity, it would work with their Standard Shader thus contribute to the lighting solution.

Thanks Martin!

Looks very interesting. Keep up the good job Martin :slight_smile:

Yes, it does work with the new Standard Shader. But to be honest I’m not sure if I understand your question correctly. If you can explain to me what exactly you are interested in, I’m happy to do a quick test.

A silly question for you - is this a new product that I have to buy again, or a free update for owners of version 1?

Cheers

Using the Standard Shader/Emissive, you can make any object an Area Light that then contributes to the GI solution and lights the scene, in real-time. Do your lights behave like emissive “Area Light” objects in Enlighten? This has nothing to do with baking lightmaps, just how they render with Unity’s new core PBS and Enlighten lighting system.

Thanks again Martin!

-Steven

the ies stuff looks promising :slight_smile:

I’m afraid, it’s a new package, that you have to purchase separately. There isn’t much left of the old codebase (maybe 5%) and therefore we can not simply release it as a free update.