Welcome to the six way ligting discussion thread. You can use this thread to ask for help, share feedback, and have discussions about the new six-way lighting feature in VFX Graph.
Introduction
Rendering smoke in games is most often done with textured sprites because computing fully volumetric lighting is too expensive for a real-time budget. Six-way lighting is an alternative approach to this problem that uses a set of lightmaps that contain the lighting response of the smoke for light coming from six different directions. These lightmaps are baked into a set of two textures, along with an alpha channel and an optional emissive mask. The 2022.2 Tech Stream introduces a complete end-to-end workflow (from DCC to Unity) that allows you to realistically render smoke under any lighting conditions from baked simulations, using VFX Graph. It is currently only available for the High Definition Render Pipeline.
Resources
For more information, please have a look at our dedicated blog post and the new Output Lit option documentation.
To get you up to speed, we’ve created a library of ready-to-use maps. We provide both high-fidelity assets that you can process and pack as you want – for example, using the VFX Toolbox – and more compact versions that are lightweight and ready for your game.
Requirements
- The minimum required Unity version is 2022.2
- VFX Graph + HDRP
Getting started
- Download Unity 2022.2 or newer through the Hub.
- Download the ready-to-use maps or generate your own ones in Houdini or Blender with the plugins we provide in the VFX Toolbox
- Drag and drop the maps in Unity’s Asset folder.
- Create and open a new VFX Graph asset.
- Create a new Particle Lit Output and select it.
- In the Inspector, select Six Way Smoke Lit in the Material Type dropdown.
Current state
This feature is fully supported and ready for production. Since it is a new feature, please don’t hesitate to share feedback and report any bug you may find.
What’s next
For the next iterations on six-way lighting, we will be focusing on Shader Graph integration and Universal Render Pipeline (URP) support. We also have ideas to lift up some inherent limitations of the technique (flatness revealed upon receiving shadows, lightmaps local to a particle and not taking occluding neighbors into account, and more).
We are also working on adding Volumetric Fog output to VFX Graph, allowing visual effects to generate volumetric fog. Combining this with six-way lighting will allow pushing smoke effects even further. If you want to give it a spin, it is already available in Alpha as of 2023.1.a25 .
And, of course, we are looking toward actual volumetric fluid simulation, playback, and rendering. All these will give you a full palette of techniques to render beautiful and realistic smoke effects based on your target platforms and budget.
Feedback
In terms of feedback, we’re especially looking for:
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Can you think of any use cases that are not covered yet?
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Are there any workflows that are unclear or missing?
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Is there anything that is unclear or that you don’t understand?
Please share your feedback in this thread.
How to report bugs
Ideally, we’d like any bugs reported through the built-in bug reporter tool, as that will automatically provide us with some relevant context. When reporting bugs, please:
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Attach a (stripped) project when there are issues with X.
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Attach X files when there are issues with X.
Have a look at this page for more information and best practices around bug reporting.
Once you have submitted a bug report through the bug reporter, please feel free to start a discussion about it in this thread.
Thank you for your interest, we’re looking forward to your feedback!
The VFX Graph team