Please check out our latest blog post on realtime GI: Unity Blog
It contains a bunch of tips for authoring content for Enlighten. The entire project and standalone players are linked to from the post. Please grab it all, learn from it and have fun.
@mgear the players download at 10MB/s for me at home and 15MB/s at Unity HQ. The Asset Store package goes at 2.5MB/s. Neither is amazing, but should be fine for fetching ~380MB and ~900MB respectively.
I don’t think we’ll make a specific demo for baked GI, mostly because it’s hard to make baked GI the focus of a demo. The tech is just not that interesting these days, albeit still important. That said, we’ll be using the demo above for testing the progressive lightmapper* and if there will be any tweaks to the content needed – we’ll release an update.
*) that tech is interesting, because of the workflow improvements.
Found this today. It looks absolutely amazing. And it runs fairly great as well.
Some neat goodies in there like the planar reflections, the procedural skybox, a few new image effects to play with, and just the entire setup itself.
That filmic vignette effect looks like it would be awesome for a damage taken effect like in most modern shooters. Loving the lens distort as well.
I was especially excited seeing as it featured a realtime day night cycle with GI which is something I’ve been struggling with lately, but I was a bit disappointed to see that the realtime resolution is set to 0.25. I have it at 5 in my scene and that absolutely trashes my performance. I was hoping there was some cool optimization tips in here.
I realize I probably could and should reduce it in my own scene, but it runs so great as long as the day night cycle is paused, so I was hoping there was a way to optimize it so it ran great when it was cycling as well. But when it’s cycling I’m guessing the realtime GI is being updated every frame? I was hoping there was a way to update it manually every second or something instead so I could keep my high resolution and get an acceptable framerate. Or perhaps spread the update out over a second so it doesn’t hitch
I don’t really understand the performance in the Courtyard scene though. I can turn off every image effect on the camera and not gain a single fps. What is the bottleneck? In the editor at 1920x1080 I have about 60fps seemingly no matter what I do. I’m looking at the stats panel for that number.
I was never clear on that, is the progressive lightmapper tech only going to be for previewing purposes, or will it also be used for high quality/high density static lightmaps? (replacing final gather?)
I’ve searched for this instruction in the files and found three script files containing this instruction: AgentProperties.cs, MaterialProperties.cs, ColorSwatch.cs
The issue is that I’m as an artist can’t understand what it means and how can I implement it in my own project. I’ve already heard about this instruction in P.A.M.E.L.A presentation but it’s still not clear to me how does it work. I would be very thankful if somebody points me to the right direction.
I am aware this is a work in progress, and not a feature ready for production, but the demo has many bugs when running with Unity 5.3 , like lightmap sections flcikering or appearing only on some camera angles
and meshes vertex visual glitches
Will it get some fix ?
The shader used is DirSpecHalfLambert , it doesn’t uses Untiy new PBR standard shader, it is because of performance reasons ?
Will we get a complete video tutorial on how to use real time GI and how to configure it when it will become more developped and usable ?
I would love to run this demo to learn more about how the realtime GI works. Its looks great but unfortunately my computer is not good enough to run this demo.
j