[Save $600 !! ✅]Global Illumination Proxy-Fast fully real time GI,Zero baking,Mobile optimized,IBL

Global Illumination that works on Unity Free & Pro for every platform, optimized for Mobile. No baking is required, the method is fully dynamic. Area lights proxy, 2ond bounces & IBL have been added in the new v1.5. No pre-processing or change of any shaders is required.

The asset is now up at the Unity store !!! Enjoy :slight_smile:

__Asset Store Link: Unity Asset Store - The Best Assets for Game Making

IMPORTANT: The asset is also included in Sky Master ULTIMATE pack.

Demos:
Room demo, smooth color changing
https://dl.dropboxusercontent.com/u/79230236/RADIOSITY/FINALDEMOS/MOBILE_DEMO_SMOOTH/MOBILE_WEB_SMOOTHER.html

Crytek Atrium demo (Music by Ryuno - Free Dark Ambient Loop | Audio Ambient | Unity Asset Store):
https://dl.dropboxusercontent.com/u/79230236/RADIOSITY/FINALDEMOS/ATRIUM_GI_PROXY/ATRIUM_WEB.html

Video:

This is a new lightining propagation system for my non DX11 RPG, since i could not find anything that was fast enough for my game that is already at the edge of 30fps.

The system does one bounce GI approximation using point lights and have been working on spot lights so far, getting some very good results that will play on every platform.

This is a fast approximation of GI that will fake it to the extend this is possible and give good result on every platform. The goal is to have a very fast and easy to implement solution, that will be compatible with everything, without the need to change shaders or have complex setups.

The system works with colliders and will work with dynamic surfaces and color changes etc. Also will work with all Unity versions (Free and Pro).

Here is an early video of the cave demo:

I would like to see comments and interest on this one, i will be working to extend it far more for my RPG, and i plan to release on the store too.

Would you be interested in this pack (that could also work for mobile etc i guess) and would you like to see a beta version released soon or a finished product much later ? I think would be best if i got a first version out asap as beta, so comments could direct me faster to things that could be missing.

Thanks in advance for any input and comments on the above :slight_smile:

Just to note that again, this is not for those that want a full radiosity/GI solution, but for those that want a fast cool lighting effect that tries to emulate it without making everything crawl or require DX11 and limit the game platforms. Should be best for mobile and non DX11 only games that want GI to not take much of the fps count.

2 Likes

Here is also a webplayer demo of the effect

Radiosity proxy demo:
https://dl.dropboxusercontent.com/u/79230236/RADIOSITY/BETA_1/PDM_RADIOSITY.html

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With and without GI proxy

UPDATE:

  • Light grid has been added for better coverage of the light hit areas

  • The light balancing has been adjusted for an outside scene and demo level has been added

  • A “hero follow” mode allows to perform GI proxy only near the hero, at adjustable density and distance

Demos and videos will come soon.

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UPDATE:

Point light GI proxy source has been implemented, plus many extra control variables for further customization

When do you plan on releasing.

UPDATE: GI works very well in open spaces, i have a hero follow mode that will only spread lights around the hero, to further speed up things.

I am now finished with the functionality of the first version (point and directional lights) and testing it in my RPG to optimize as much as possible. So far i have usuable results even in outdoor spaces using a range of 3-7 bounce lights and 3-8ms in main thread, which is something i can use in my heavy game.

I can get good results with less lights too (for mobile), but this number seems like a good balance.

I have tested the hero follow mode too and works like a charm :), the lights will bounce only close to the hero in open spaces and always have the correct angle etc, so it is fully functional.

Much more testing needs to be done though, so i plan this for early September or late August at best case scenario.

Demo sequence pics (running on PC) - 20-40fps (mostly runs at 25-35 fps) on my Mobile with 1-5 dynamic bounce point lights

I have tested the system in my Android and get 20-40 fps (mostly runs at 25-35 fps) with 1-5 lights created for bounces, with smooth effect.

This demo is compiled with forward rendering, i dont have Pro so cant tell how it would run with Deffered.

This is my phone, for reference

Chipset Mediatek MT6575
CPU 1 GHz Cortex-A9
GPU PowerVR SGX531

If anyone wants, i can email the apk demo file (or link it in dropbox) to test on a beefier Android phone and see how well it runs there.
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From this comparisson below, i can see that my Phone GPU is not even close to the stronger ones, so i would expect the system to run with far more lights in a good phone

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That performance sounds great for that phone. Feel free to send me the apk and I’ll test it on my phone. It will be interesting to see how well it runs with opengl es 3 as well.

Hi Ian, thanks for the help, i will make a dropbox upload and PM the link.

Will indeed be very interesting to know how it performs in a good phone :slight_smile:

@IanStanbridge

I have sent a PM with the mobile demo (Android version).

Hi it must be pretty efficient because it’s running at 60 fps on my nexus 5 phone at 1080p. It looks like the phone is lowering it’s clock speed to save battery rather than run higher than 60fps so I’m not sure what it’s performance hit is but it is certainly suitable for mobile.

Did you set all the lights as important though or did you leave it up to unity to decide ? Also you might want to try it with more complex shaders I’ve got a feeling the reason it is so fast is that those shaders are simple difuse ones so the lights don’t have a large performance impact. You should try it on a bump mapped shader or something where the additional lights will have a larger impact on performance and unity will be forced to use point lights at all times rather than switching their importance for performance on mobile.

I would suggest that you try using your light in the shader forge example scene for example so you can see its performance impact on a more complex scene

If you want you could send me a prefab that I could try in some of my scenes to compare the performance between standard lights and your dynamic lights.

Very nice, my phone is really terrible as it seems :), the performance gap is huge with a proper gaming phone.

That is very nice to know, thanks.

I have not set the lights to important, but the thing is that for this result i only use 1-2 bounce point lights, so that is why probably it is that fast. On PC i make the grid thicker to get even smoother results, but for mobile this i guess is a first step to usuable GI approximation.

I have also put together a scene with Mobile bumped specular mapped objects (the cave in the first post) and the performance is not much affected, even on my phone. I will send you a link to this demo as well to check it out :slight_smile:

Hi everyone,

I have decided to make a big offer to the supporters of my Particles pack. Every reviewer will get a free copy of my new Global Illumination pack which will be delivered to the email of your choice. The review is the easiest way to verify the pack was actually sold.

Just PM me a desired email from the account that made the review and i will send the pack, so you can start working with the GI proxy right away. I plan to send the current beta version as soon as possible and all major updates until release, so you will not even have to wait for the release in the store :slight_smile:

The offer will stand until the end of August. More info in the Particle Dynamic Magic thread below:
http://forum.unity3d.com/threads/particle-dynamic-magic-v1-5-released-advanced-propagation-collisions-cartoon-pack-water-more.239305/page-4

UPDATE:

The code is nearly finilized and i will start polishing the demos to cover a wide range of needs, from using very few lights for mobile, to thicker grids for outdoors etc


UPDATE:

The Palace scene is ready and works very well, it is a showcase of the GI Proxy system when combination of indoors and outdoors lighting is needed.

And another pic with the bounce light radius of the effect turned down for more atmospheric feeling.

I think the best result will be somewhere in between the two.


UPDATE:

Many new enchancements have been added to further reduce light usage and allow for thicker local grids. Plus a new example scene and demo with Sponza Atrium.

To do list so far:

  • Add option for local short raycasts per bounce light, to further reduce the need for thicker grids and give more correct color results if a near color is not grabbed by the registered bounce light.

  • Add option for 2ond bounce lights (this will not come in the first version)

  • Add area lights (this option will hack Unity lights and will be optional and come in a later version, i am not doing screen space area lights)

Atrium using only 4-6 point lights, video and demos will come very soon (without GI PROXY top, with GI PROXY bottom)


UPDATE:

Just realized that the reason for the flickering was the point light limit i had set to 3 for mobile :slight_smile:

EDIT: I just finished the Atrium with total smooth results and using only 4-6 point lights. I must say i am impressed that i got such a result. This looks like real radiosity and i do nothing but manipulate point lights with the AI :slight_smile:

That screenshot looks really nice. You should make a demo combining it with you particle magic package. Imagine throwing a fire ball across that room with global ilumination

Thanks :slight_smile:

Nice idea with the particles, i could start with a GI emitting fire/fireball and turbulence, would be very impressive :slight_smile: