** Lumina GI - Real time true global illumination ,** work on outdoors demo and test with big amounts of foliage and transparency. The video was software recorded in a 5 years old Dell XPS (1050GTX)
The system will be upgradable from Sky Master ULTIMATE with a deep discount.
** Lumina GI - Real time true Voxel based global illumination ,** work on combination of the Global Illuminationwith the Sky Master ULTIMATE URP - Ethereal Volumetric Lighting system. The two assets are made to be directly compatible and some samples of the combined demo work in progress is shown in the images above.
The system will be upgradable from Sky Master ULTIMATE with a deep discount.
** Lumina GI - Real time true Voxel based global illumination ,** work on combination of the Global Illuminationwith the Sky Master ULTIMATE URP - Ethereal Volumetric Lighting system. The two assets are made to be directly compatible and some samples of the combined demo work in progress is shown in the images above. The system will be upgradable from Sky Master ULTIMATE with a deep discount.
Is this a fully voxelized GI solution, or uses any screen space tricks ? I am interested in a stable effect, as screen space solutions create massive flickering and color changes, so are rather useless.
Also what is the difference between Ethereal and Sky Master ULTIMATE URP ? In store is see both, which is giving the result like the above ?
The LUMINA HDRP version is now officially announced as i have managed to get the voxelization working and shaders display it, so is a matter of time for the full conversion
Sorry for the late reply and thanks for the kind comments
The system is fully voxelized, so will retain all scene information, color, lighting and shadows (from the sun) in the calculation of the GI effect at all camera orientations and positions, for a completely stable and realistic effect.
The Ethereal is included in Sky Master ULTIMATE URP Beta, which i send to current users in Google Drive by presenting the invoice. I strongly recommend buy of Sky Master ULTIMATE first since can get massive discounts for all my other assets, including LUMINA.
! Lumina HDRP wip, the first HDRP version is now finished, there is still some sync issue with the depth buffer since i get some minor ghosting in motion, hopefully will be resolved soon and HDRP version will be fully finalized.
** Lumina HDRP wip, the first HDRP version base is now finished,** the reflections module shown in the 2 images above is also now finished and fully stable !!!.
This is a true real voxel based GI solution which means GI and light colors will not just disappear when the camera looks the other way of where the light source hits, which is the major issue with Screen space GI solutions like the one included in Unity HDRP.
I have been waiting for a proper GI solution for years and years and never thought one would come :), latest i tried HDRP screen space one and is not usable, as light flickers and not appear correctly, i suppose this is the main drawback to screen space solutions.
You are god sent !!! :). When is the HDRP release happening ?
The HDRP version will be in Beta testing and available to all users of the current URP system, then will get a store release later in September.
** Lumina GI - Real time true Voxel based global illumination for URP** has been released at the Unity Asset Store and is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded from Sky Master ULTIMATE for only $19 !!! and can be combined nicely with the Ethereal volumetric lighting system in Sky Master.
Hi! This looks really promising (HDRP) I have some questions.
How is light leaking?
Are reflections compatible with SSR? Like use SSR and fall back to Lumina.
Is there anything that must be done at shader level? like use a special material or something, or is this compatible with everything?
Can GI updates be done manually instead of over time? For example: turn a light switch and only then order the GI to update.
Will URP users get the HDRP version? because with that discount it might be fine for me to get the URP version before the discount ends, since the HDRP version will be on store in September.
What are the plans for cascades? So distant objects can get GI even if its at a real low detail (for example, buildings in the background getting sky lighting). And does this GI perform sky lighting?
And a last question. I remember SEGI having a problem in which in dark areas everything looked “wet” when using its reflections. Will that be the case here?
Hi, light leaking can be reduced based on the settings chosen, the system does have methods to reduce it, but depends a lot on the chosen quality.
There is no fallback to SSR.
The voxel update is fully controllable by script, can turn it off or on as needed.
The HDRP version is a different asset and will be at a deep discount for current users when released. Also i plan to hold a testing Beta for current users to try early on.
I do plan to do a cascade scheme, cant tell when will arrive though or if eventually will be possible, it all depends on the reception and reviews on the asset and technical difficulties on this.
There is sky lighting emulation which affects also distant objects beyond the voxel space.
About the reflections, can check on my videos and images above to see if is the look you would prefer. Also note the effect depends on both the detail and normal texture and of course all the system is still in progress to add more controls, as i have the full control of the code on this.