[WIP][Asset] Dynamic Light Probes for Unity Indie, Pro, Mobile

Outside of mobile I would be interested in seeing what this could do to allow for a pseudo global illumination effect when combined with directional light, much like CryEngine. That could be extremely effective if you took it in that direction or if that’s already viable. So from what you have said this will require custom shaders? Any chance it can work with existing shaders or shader packs?

@Tristan-Moore : From seeing how this is done, what you might do with such a system would be to add one more layer of functionality, and perhaps do some sort of final gather calcuation that generates a set of 3D points with lighting information. This way, that info can be used to generate a set of indirect lighting probes.

@BelfegnarInc : Would such a baked GI method like the above ^^ be possible with this system?

Guys, I apologize for delay. Some problems with AssetStore publisher registration (on my side, if you know what I mean ;)). At the same time, I continue my work on the system. Making it more user friendly (closer to designers than programmers).

By “custom shaders” I mean that we need to provide information about light to the shader, as it is done in vertex lighting, pixel lighting or lighting from native lightprobe.
Out of the box DLP will include multiple shaders with different lighting quality / performance. Basically it is simple diffuse, but there are a few special shaders such as this, which allows you to fake some interesting lighting:
Image

1765915--111936--hemisphere_lighting.jpg

It’s “hemisphere lighting”: DLP + sky light + ground light and / or directional sun light.
If you need an existing shader to support DLP lighting, it is no more difficult than adding native lightprobe lighting to your (custom) shader. Is it a problem? I think this point needs to be discussed, I want to know how close designers are to shader code.

In fact, I really have been working on a kind of extension (and you guys read my thoughts). It looks like something between FarCry 3 and Assasins Creed 4 GI. You bake indirect lighting information offline for every time of day (however I use native lightprobes for baking it to my probes, so it may be a problem for indie users and I need to rethink it). Then at runtime, you can dynamically blend that info based on sun direction. I would also like to add a dynamic gi relighting from dynamic sources, but do not know what platform will handle it.

I do not want to make loud statements (GI is a sore subject on this forum, and many people have been disappointed more than once already :)). I think, I’ll write some post on my strange blog, if I get some serious results, and give here a link.
Here are a couple of screenshots

1765915--111938--indRight.jpg
1765915--111939--indLeft.jpg1765915--111945--indv33.jpg

Hmm… looks like GI’s coming along nicely! :slight_smile:
All you really need to do is fix the weird green reflection coming off the blue cube. (Technically, the light should be blue, but being WIP, I won’t push it! :smile:)

And, unless one has asked already, and in that case, just quote the post for me, will this be free? or will it be a nice low price? :wink:

In fact, it’s a blue reflection, but floor’s shader used it incorrectly:)
The sad part: all visual issues depend on lightprobe’s positions (this is typical for gi in above mentioned games and for any lightprobe system, I think).

What do you mean by “nice low price”? I planned to talk about it in this thread actually

@BelfegnarInc : By “nice low price,” i mean’t not ridiculously expensive. I would prefer something like $2, but $10 is okay as well. And of course, having it free would be asking for too much! :stuck_out_tongue:

And your GI system… how come it’s doing it incorrectly? Isn’t there some sort of way to grab the colour form the nearest probe, and use it to colour the GI?

Release date? :eyes: :smile:

Is there any updates on the asset. I am actually eager to test this out as we have many overheads in the light issue. I am sure this would be very helpful.

Please let me know when are you planing to release it and what would it cost.

:smile: :slight_smile: :wink: :stuck_out_tongue:

Any news ?:wink:

Maybe I should PM the guy… :stuck_out_tongue:

But didn’t he say this light system was going to be featured in a game too? if so, maybe his absence means awesomeness may erupt soon… :smile: :slight_smile: :wink:

i will buy it !! if you released about the price i can t tell …but i will buy it

As far as I know, this system was either going to be a free asset, or even just a couple of dollars: From what I remember either way, it wasn’t much at all.

Are you still working on this or is it dead? :frowning:

Mind if I PM this guy? :stuck_out_tongue:

It’s definitely not dead and i am still working on it:).
Here is an example of full 3d light volume (only light color info, without direction and textures).
Image

Specifically what I do now:

  1. Optimization
  2. Сorrect light direction recovery in object shaders for proper illumination of faces and all bump stuff.
  3. Geometry occlusion for light propagation. So the light won’t pass through walls, and generally more correctly distributed.
  4. Shaders combinations. I think to enable lighting as per object, and as an post-effects/lightpass (in some way it will give a constant predictable performance but will reduce the possibility of combining shaders with different performance). Also I think about the ability of switching some computations between CPU and GPU, depending on what is most loaded. Simply put, the system will look like this: the more opportunities you have (hardware, platform and Unity license), the more choices of algorithms and methods for calculations it will be, i.e. the higher performance and quality. So it’s not a one universal algorithm with permanent quality and performance. This is the most slow-developing part:).
  5. Something like a cascade approach to the volume of light. It helps to distribute the load of calculations depending on distance and improve light quality near the camera. In short, it is LOD. At the moment, I am not satisfied with light quality in FPS view.

Now, about GI.
I got some consistent results with indirect lighting.

It has some limitations. Firstly, the light passes through the object with thickness less than distance between two probes. Second, it’s 2.5d-kind, there is only one layer of probes along the Y axis and indirect light just goes into a neutral color with height (but every probe got info about light from 4 directions). This is closer to Assassin’s Creed 4, so think of it as the outdoor ambient light for such geometry as city with closed houses or other open world. For indoor you will need to use something else, or greatly increase the density of probes, although the problem with Y axis remain. Maybe someday I will expand it to PRTV (Farcry 3) doped with LPV, but I don’t have enough free time for now.

Here is a screenshot of a paper about AC4 for you to understand what I mean by saying “closer to Assassin’s Creed”
Image

So any release date on this? :eyes:

Looking good, BTW! :slight_smile:

Could you not release the light probes as in your first video’s, then add GI later?

any news on this?