Lumina GI, is a new asset from ARTnGAME, that is targeting the creation of global illumination lighting in real time, with a voxelization method. The asset is for URP pipeline and is based on** SEGI **(Standard Piepline)
** Lumina GI ** is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded fromSky Master ULTIMATEfor only $19 !!!
The new system is directly compatible with the Sky Master ULTIMATEURP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects.
** 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 (2 photos and videos below). The two assets are made to be directly compatible and some samples of the combined demo work in progress is shown in the 2 images and video below.
This video showcases the advantages of a true Voxel based GI solution like LUMINA versus screen space solutions, the voxel based will remain fully stable at all times and camera views, even when the colors of walls or sun light is not visible, light and color wont flicker or disappear with every camera motion and rotation as in screen space solutions
The system will be upgradable from Sky Master ULTIMATE with a deep discount.
Fixed an issue in the new local lights GI method where mesh lights would not render correctly in local light GI mode.
Added demo combining the mesh lights and local spot and point lights GI mode
LUMINA v2.0.9b
Added extra features in the camera toggle system to stabilize further the transitions.
Added related demos to the new camera toggle features
Added new demos showcasing the handling of mesh lights and how to use layers to regulate the lighting independent of the mesh source.
LUMINA v2.0.9a (Major Update, changes in spot - point light handling)
Added fixes for the spot light handling and point light application in LUMINA space. Please upgrade with caution as local lights behavior may differ and need tweaking in the LUMINA script, shadowed local lights intensity. (Video)
Added camera toggle script and example, for the case that multiple cameras need to use LUMINA in succession. (Video)
A new Beta version for the new Unity 6 URP RenderGraph, with base in Unity 2022, is now also available on request in Discord or Email.
LUMINA v2.0.8a
Added support for Forward and Forward+ modes, in addition to the default Deferred mode. This requires an extra renderer feature that provides the GBuffers to LUMINA.
Note this script will not work in Unity 6, thus a Unity 6 specific version has already been created and is currently available on demand, until the store release.
LUMINA v2.0.7c
Added Welcome screen for easy access to the LUMINA tutorial videos and assets information
Added notes on the new experimental Cascade system inside the demo scenes, for reference on the system current status.
Added new refined demos for the two and three cascades options (Video 1) - (Video 2)
LUMINA v2.0.6 (Major Update)
Uploaded from latest Unity 2021.3.34f1
Added new experimental Cascade system, that allows GI application in larger distances and keep the local detailed GI intact.
This experimental mode will be further developed to perfect in the coming versions.
Added new demo scenes showcasing the use of GI in outdoors environments.
Added new demos shawcasing the new experimental cascades mode.
LUMINA v2.0.5
Added extra control for Sky Ambience through the sky color Alpha channel.
(May require to adjust the Sky Color Alpha if get more sky brightness than before the change)
Added new DX11 mode as default, with a patch for use only when the project is in DX12
LUMINA v1.6
Added fixes in Screen Space Reflections module, removed instance method and added checks for Main Camera and render texture size.
Added new demo scenes showcasing the advantages of true voxel based Global Illumination versus screen space methods. (Video)
Added new demo scene showcasing use of the system with Unity terrain and skinned meshes. (Video)
LUMINA v1.5
Added GI from local lights, Spot and Point lights will now cast GI in the environment.
LUMINA v1.4b
Added new version of the manual covering the latest Dither optimization and Approximation mode features.
LUMINA v1.4a
Fixed an issue where Lumina materials would conflict with Sky Master ULTIMATE URP materials and not be able to build when both are in the project.
Added new higher contrast mode.
Added extra checks for the new Temporal AA so wont affect other than main cameras.
LUMINA v1.4
Fixed an issue with the new Temporal AA Feature, where disabling it would not reset the main camera matrix and show another camera view than the expected.
Added new experimental Approximation mode in advanced settings, this mode allows the GI voxelization and tracing without the use of Geometry Shaders, which make it more compatible with various platforms that they are not supported, note that this has not yet been tested on such platforms like Mac yet, so is not guranteed to work on them. More testing on this will be peformed to annouce which extra platforms will be supported with this new mode. Also this mode is less accurate than the Geometry Shader normal operation.
Added multiple new demo scenes to showcase the new Approximation mode and refined scenes with the normal mode.
LUMINA v1.3b
Fixed an issue where Unity ram would be filled when on scene view and do a search in hierarchy, each time there is a toggle from scene to game view.
LUMINA v1.3a
Fixed an issue where Unity ram would be filled when on scene view and do a search in hierarchy, while in play mode.
LUMINA v1.3 (Major Update)
Fixed an issue where the texture of objects would be reduced in visibility when in shadows.
Fixed an issue where the scene objects in shadow would appear with a red tint. Note that this is fixed by setting the Contrast variable to zero, use slightly above zero to get a better and reddish definition for dusk scenes.
LUMINA v1.2e
Fixed an issue where Unity ram would be filled when on scene view and do a search in hierarchy, while in edit mode.
Fixed an issue with the new Temporal AA where the build would show a white screen.
LUMINA v1.2d
Added a βForce Flip UVβ checkbox in the new Temporal AA renderer feature, enable it and then can toggle the UV vertical flip by using the βUse Flip UVβ checkbox. This can help if in some cases and platforms the screen is vertically flipped. Image showing the options, for reference.
LUMINA v1.2c
Added new demos with optimizations and transition from indoor to outdoor, also using the player follow mode.
Added new temporal AA methods in order to reduce noise when reducing the sampling for enabling better visual quality. Make sure to enable the Post Processing on the forward renderer for the system to function properly.
LUMINA v1.2 (Major update)
Added fix for the scene normals, using the new βsmoothNormalsβ variable. It is recommended to set the variable to one, for exact scene normals, which give the most realistic result. Other values may be used for artistic effects.
Added new house demo scene showcasing GI applied on clean surfaces. (Video1)(Video2)
LUMINA v1.1d
Added new Screen Space reflections module for surface reflections and related demo scenes.
Added multiple new demo scenes showcasing GI color grab and application on clean surfaces.
LUMINA v1.1c
Added screen space reflection bonus module first version, to showcase the use of screen space object reflection combined with the voxel based fuzzy reflections.
Added new demos showcasing more perfected Global Illumination regulation, emissive particles and the bew screen space reflections module.
LUMINA v1.1b
Added extra demos shocasing more options for GI with clear walls (Image 1)(Image 2)
LUMINA v1.1a
Added extra demos shocasing more options for GI in the atrium space (Video 1) (Video 2)(Video 3)
LUMINA v1.1
Added new optimization controls for the skipping of polygons when very close by in a uniform way. Enabled by set one to the DitherControl.x and regulated by the divide factors y-z-w (cut back on trace directions, trace steps and reflection steps). With a divider by 2 in all optimizers get a direct 5-10fps gain with minimal visual impact (Video).
LUMINA v1.0g
Added reflections module first official version
Added better regulation of the emissive color effect on GI, through each Materialβs color Alpha channel, lower alpha will increase the illumination effect
Added fix for use in Unity 2022.1.9f, regarding camera color target assignment
Added demos showcasing the new reflection options and also implementing Sky Master ULTIMATE URP Ethereal Volumetric Lighting (Require Sky Master ULTIMATE URP or Ethereal to enable the volumetric lighting effect).
There is no comparison in the video embedded above this statement as far as I can tell.
For me as a non-artist itβs difficult to make out the differences. I the very last pair of screenshots labelled βwith/withoutβ I can see a difference but honestly, the βwithoutβ version looks βbetterβ to me. The Lumina version shows odd patches of brightness within shadows where I wouldnβt expect them. There are also βbanding patternsβ on the pillar in the video I refer to.
Point being: as a non-artist I simply have no idea what to look at or why Lumina is superior. You may want to prepare screenshots or videos with a split-view showing the effect of Lumina directly compare to not using it. Highlight the areas within the image where Lumina stands out.
This looks like a serious effort, it would be a shame if the benefits went amiss among devs. Otoh maybe artists can spot the differences right away? I simply wouldnβt know.
The difference refers to the stability of the effect than its visual traits or artistic quality, e.g. in screen space solutions when you look away from the color that emit the light or the light bounce spot, the effect completely disappears.
So the video shows how the LUMINA voxel based solution is perfectly stable at all camera orientations and movement.
That is the difference i am referring too, excuse if i have not mentioned this in the video somehow, will make sure to add in the comments.
Now artistically LUMINA would still be far superior, as it retains all the color information from any place in the scene and casts it around even of the colors and light spots are outside camera view, so also artistically by default the LUMINA is exponentially better than any screen space solution, as is the only accurate solution from a realism and true to life lighting point of view, which is what this type of assets is trying to achieve.
** Lumina GI ** is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded fromSky Master ULTIMATEfor only $19 !!!
The new system is directly compatible with the Sky Master ULTIMATEURP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects.
** Lumina GI for URP** is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded fromSky Master ULTIMATEfor only $19 !!!
The new system is directly compatible with the Sky Master ULTIMATEURP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects.
Lumina GI - Real time true global illumination, HDRP version WIP, the HDPR is now fully working, with all optimization modes available, now will be working on the details like adding reflections (which is WIP for URP as well) and temporal AA etc
Lumina GI - Real time true global illumination, HDRP version WIP, the HDPR is now fully working, with all optimization modes available, now working on the details like adding reflections (which is WIP for URP as well) and temporal AA etc
Lumina GI - URP, quick fix for Unity 2022.1.9f1 (changes needed as the highlighted text shows), the fix is worked on Unity 2021.3 and will be released in the next update for direct compatibility in Unity 2022.1.9f1.
Added better regulation of the emissive color effect on GI, through each Materialβs color Alpha channel, lower alpha will increase the illumination effect
Added fix for use in Unity 2022.1.9f, regarding camera color target assignment
Added demos showcasing the new reflection options and also implementing Sky Master ULTIMATEURPEthereal Volumetric Lighting (Requires Sky Master ULTIMATE URP or Ethereal to enable the volumetric lighting effect).
** Lumina GI for URP** is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded fromSky Master ULTIMATEfor only $19 !!!
The new system is directly compatible with the Sky Master ULTIMATEURP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects.
All users of the current URP system can have access to the HDRP Beta before the store release, starting today. The HDRP asset will also be at a deep discount when released for all current users of LUMINA.
Please provide the invoice in a personal message here or in email and download LUMINA to enter the Beta, and will send links to the HDPR beta asap.
** Lumina GI for URP** is on -50% Initial Release discount ($44.5 versus $89) and can also be upgraded fromSky Master ULTIMATEfor only $19 !!!
LAST DAY of the OFFER !!!
The new system is directly compatible with the Sky Master ULTIMATEURP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects (Video)
Users of LUMINA URP can now access the HDRP Beta by presenting the invoice in PM and download the store asset. A release of the HDRP asset will follow soon.
New Lumina GI optimization, for a direct 5-10fps gain with minor increase in noise (at 5fps gain, the noise is barely visible, in 10fps little more). This is a general optimization before the work for the cascaded version and will be available in next update for both URP and HDRP Beta.
The new system is directly compatible with the Sky Master ULTIMATEURP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects (Video)
Users of LUMINA URP can now access the HDRP Beta by presenting the invoice in PM and download the store asset. A release of the HDRP asset will follow soon.