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[RELEASED] BG Light Engine (With Real Time GI Area Lights)

Discussion in 'Assets and Asset Store' started by brilliantgames, Mar 13, 2014.

  1. endikaeguia

    endikaeguia

    Joined:
    Nov 4, 2013
    Posts:
    29
    CPU: i5
    RAm 8gb
    GRaphics: gforce 680
    ios: win8
     
  2. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
    I will PM you my skype so we don't crowd this thread.


    Edit: Apparently I can't PM you.. My skype is brilliantgamestudios
     
  3. SashaRX

    SashaRX

    Joined:
    Jun 12, 2009
    Posts:
    8
    Crash demo, Mozila
    [HR]

    System:
    OS: Windows 7 Service Pack 1 (6.1.7601) 64bit
    CPU: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz, count: 8
    Physical RAM: 15299 MB
    Addressable RAM: 2048 MB

    D3D9:
    Renderer: NVIDIA GeForce GTX 660 Ti
    VendorID: 10de
    Driver: nvd3dum.dll 9.18.13.3489
    VRAM: 1989 (via DXGI)

    OpenGL:
    Version: 4.4.0
    Vendor: NVIDIA Corporation
    Renderer: GeForce GTX 660 Ti/PCIe/SSE2
    VRAM: 1989 (via DXGI)
    Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NVX_shader_thread_group GL_NVX_shader_thread_shuffle GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

    User locale: ru-RU
    System locale: ru-RU

    [/HR]
     
    Last edited: Apr 5, 2014
  4. V_E_N_C_I

    V_E_N_C_I

    Joined:
    Jul 31, 2012
    Posts:
    31
    Congratulations for releasing the Engine, looks impressive... The WEB demo runs very smooth on dual core CPU at 2GHz, 4GB Ram and an old ATI radeon 4670, Win7 x64.
     
  5. cg_destro

    cg_destro

    Joined:
    Aug 13, 2013
    Posts:
    142
    this demo crushes on me after like 2s, always just after I can see room corner I get crush, tried couple times and happens every time, older demos works great
    i74770k, gtx780, 16GB, win8.1
     
  6. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
    Hm, these crashes are strange. I will look into them.
     
    Last edited: Apr 5, 2014
  7. John-G

    John-G

    Joined:
    Mar 21, 2013
    Posts:
    1,122
    Afraid the same here, demo keeps crashing at the point where camera is looking at stand in centre of room as it moves down close to floor.

    Running on Win8.1 GTX660

    Error Log:

    System:
    OS: Windows 8.1 (6.3.9600) 64bit
    CPU: Intel(R) Core(TM)2 Duo CPU E8400 @ 3.00GHz, count: 2
    Physical RAM: 4096 MB
    Addressable RAM: 2048 MB

    D3D9:
    Renderer: NVIDIA GeForce GTX 660
    VendorID: 10de
    Driver: nvd3dum.dll 9.18.13.3165
    VRAM: 1989 (via DXGI)

    OpenGL:
    Version: 4.4.0
    Vendor: NVIDIA Corporation
    Renderer: GeForce GTX 660/PCIe/SSE2
    VRAM: 1989 (via DXGI)
    Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_OES_compressed_ETC1_RGB8_texture GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

    User locale: en-GB
    System locale: en-GB
     
    Last edited: Apr 5, 2014
  8. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
    This is strange. Just tested on 3 different machines including one with windows 8. Can't replicate these crashes. Running beautifully even on my old acer laptop.

    Is your unity webplayer up to date? It is using a multi-compile feature that was having problems before Unity 4.3.

    Go to your addons-pluggins in your browser and check the version.
     
    Last edited: Apr 5, 2014
  9. cg_destro

    cg_destro

    Joined:
    Aug 13, 2013
    Posts:
    142
    I don't know how to check this in chrome, there is no unity player in extension :) but I just download newest version and after install it work a little better :) it crush after I saw pillar with sphere, but after reload it went back to crushing around corner :/ after that I opened it in firefox and internet explorer and it work the same, crush after I see room corner :/
     
  10. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
    Working on an update to ensure compatibility on all platforms and machines, crash free. This is top priority!
     
  11. HeeMan

    HeeMan

    Joined:
    Apr 2, 2014
    Posts:
    4
    Hey, is it right that the shaders don´t use the material diffuse color component? Only the diffuse texture? Or am I doing something wrong?
     
  12. nipoco

    nipoco

    Joined:
    Sep 1, 2011
    Posts:
    2,008
    All I see is a pitch black room in that demo.

    OSX 10.9.2 GTX650M
     
  13. John-G

    John-G

    Joined:
    Mar 21, 2013
    Posts:
    1,122
    Downloaded latest Webplayer, still crashing.

    Unity Web Player [version: Unity 4.3.5f1_cab656801c19]

    nvd3dum.dll caused an Access Violation (0xc0000005)
    in module nvd3dum.dll at 0023:69cd3ba6.

    Error occurred at 2014-04-06_121504.
    C:\Program Files (x86)\Google\Chrome\Application\chrome.exe, run by John.
    45% memory in use.
    0 MB physical memory [2217 MB free].
    0 MB paging file [0 MB free].
    0 MB user address space [3582 MB free].
    Read from location 0000002c caused an access violation.
     
  14. angelodelvecchio

    angelodelvecchio

    Joined:
    Nov 15, 2012
    Posts:
    170
    Works great here, interesting system, but you need to ensure compatibility with alloy shaders
     
  15. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
    Currently we are working on a system that ensures compatibility with all shaders and platforms. Can't make any guarantees but fingers crossed!
     
  16. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
    Hey everyone. This is another test for Mac OSX.

    If you own a mac, please take the time to test this demo. I have done some extreme modifications here.

    You should see 2 area lights with spheres in front of them. If it doesn't work your screen should just be pink.


    Demo (Only 118 KB) https://dl.dropboxusercontent.com/u/65183439/MacTest/MacTest.html
     
    Last edited: Apr 6, 2014
  17. HeeMan

    HeeMan

    Joined:
    Apr 2, 2014
    Posts:
    4
    $BGLightsMac.jpg
    Is this how it´s supposed to look?
     
  18. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
  19. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
  20. IanStanbridge

    IanStanbridge

    Joined:
    Aug 26, 2013
    Posts:
    334
    On my mac the new updated demo looks like the image I have attached to this post.

    $Unity_Web_Player___TESTBG.png
     
  21. nipoco

    nipoco

    Joined:
    Sep 1, 2011
    Posts:
    2,008
    Same here.
     
  22. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
    Great! Next update will work on Mac osx as well the random crash bugs and dx11 performance issues should also be gone! Turns out the less unity "magic" we use the better things go...
     
    Last edited: Apr 7, 2014
  23. Stefan-Boeykens

    Stefan-Boeykens

    Joined:
    Jan 7, 2013
    Posts:
    11
    Demo above (green blue planes) working in Webplayer on OSX 10.9 Mavericks inside Safari browser.
    Good news!
     
  24. brilliantgames

    brilliantgames

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    Yes, with this new system many other problems are also going to be solved. Its going to take a bit of work to finish though.
     
  25. EvilFox

    EvilFox

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    Standalone demo?
     
  26. brilliantgames

    brilliantgames

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    I will release a new demo soon (standalone too). But Mac users can test the demo a few posts back. That demo confirms compatibility with Mac. :)

    On another note. Area lights accuracy has been further increased. Its at the point where I am personally having a difficult time finding any visual flaws. They are around 99 percent physically accurate now. Its pretty fascinating considering its all approximated. Very happy with the results right now. :)
     
    Last edited: Apr 10, 2014
  27. SteveB

    SteveB

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    99% huh...

    ...okaythatsgreatGI-lightingplease :D
     
  28. brilliantgames

    brilliantgames

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    An algorithm this accurate means less sampling for gi. Which means faster gi. ;)
     
  29. SteveB

    SteveB

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    ...well yes mr. smug winky face guy...when GI RELEASES!!!!

    Haha, only funning ya... :D
     
  30. brilliantgames

    brilliantgames

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    Hey everyone. Just wanted to let you know that progress on beta v 0.2 is going very well. I will give a list of official fixes and features below. This update should be available within a week!




    -Full Mac OSX and DX11 compatiblity.

    -Random crashes on certain hardware is resolved!

    -Improved accuracy in rectangular area lights.

    -Compatibility with all shaders! (Simply put 'UsePass "BGLIGHTENGINE"' thats it!)

    -Higher max amount of lights!



     
  31. Goldrake

    Goldrake

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    When the GI will be released? There is a eta? A month a week? :)
     
  32. brilliantgames

    brilliantgames

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    I can't give the exact time. But I will say that V 0.3 should have the GI. :)
     
  33. Goldrake

    Goldrake

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    you have a PM ;)
     
  34. cg_destro

    cg_destro

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    Sound good :) hope it will not crush on my hardware configuration :)
     
  35. brilliantgames

    brilliantgames

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    With the next release there really is no reason it wouldn't work on any hardware. :)
     
  36. Licarell

    Licarell

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    I'm still working up the nerve to purchasing BG Light system,

    I have max, if I export a shadow map, can this be imported and added to your shaders to produce shadows?

    Another question does the BG light system support cookies?

    I'm sure I'll have more questions as they pop in my head.

    Lic
     
  37. brilliantgames

    brilliantgames

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    BG Light Engine supports Unitys baked lighting. If you are simply using Unitys texture slots for baked light it should work. Cookies are not yet supported.
     
  38. Licarell

    Licarell

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    WOW! No one has requested features nor reported bugs or anything for over a week, it's either something I don't know about or this is a super solid lighting system.

    Anyway I check on this thread periodically for any new news etc.... so what's up next Brilliant?

    BTW, I'm planning on using a skin shader, I already have one from Marmoset and the Pre-integrated shader from J Brothers, would either of them work with your lighting solution?

    Thanks!
     
  39. angelodelvecchio

    angelodelvecchio

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    To be honest licarell i am waiting for update, this great solution needs integration with other shaders, the lights just work in its shaders, I guess this is a great step, the lights from this pack is really better than unity's
     
  40. SteveB

    SteveB

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    Oh SNAP! You're right Licarell...is this thing still being developed? I done completely forgotten about it!
     
  41. brilliantgames

    brilliantgames

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    Yes it is! There have been a few delays but its coming! There were a few barriers I had to get past with the new system so that took longer than expected.
     
  42. SemaphoreStudios

    SemaphoreStudios

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    Hi BrilliantGames,

    I have been following this project for quite a while, and while it is interesting that it evolved into a full lighting system, I am worried that this loses track from what made it interesting in the first place and that is realtime Image Based GI.

    What is preventing you from releasing this part shown in this video?
    http://www.youtube.com/watch?v=kVXn0gYAnS4

    This honestly looks pretty finished to me, and I am sure many others are interested in this way more than the other features in the general lighting engine. Also, I am more interested in using this realtime GI with the current unity lighting engine/shadows/model as opposed to introducing something newer (specially when you are targeting next-gen consoles, not all plugins work flawlessly)
     
  43. SteveB

    SteveB

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    GI!!!! :D
     
  44. Licarell

    Licarell

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    I would have to say here here with SteveB, it's the GI and integration of other shaders that's keeping me from pulling the trigger on this puppy, well... that and shadows...:D
     
  45. JecoGames

    JecoGames

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  46. brilliantgames

    brilliantgames

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    Yes, people have high expectations here. ;) Unitys baked area lights don't even have shadows. But our area lights are already 10 times as accurate as Unitys baked ones so that's a first step.
     
  47. JecoGames

    JecoGames

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    By the way I myself was experimenting with area lights recently and got a single one working(based on this technique here: https://dl.dropbox.com/u/11542084/AreaLights.txt ) but I couldn't get the rotation working , could you share any tips on how you got the rotation working with your area lights?
     
  48. andreibranescu

    andreibranescu

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    I'm very interested in this project. It seems to be a combined solutions for a lot of problems.

    I have a few questions, though:
    1. Could these shaders be somehow combined with the shaders created with ShaderForge?
    2. Does it have real time reflections, or image-based? I'm very interested in this, because a large parts of the objects in my project are dynamic.
    3. Will the GI that you're implementing at the moment eliminate the need for Ambient Occlusion?
    4. How will the area lights work with shadows? If shadows will be supported, do the shadows become more blurry as you're going further away from the object?
    5. Could I use an arbitrary mesh as a light source?

    I would really like to support this project early-on, but you'll have to give us more information about how this system integrates with unity's existing implementations. The reason I'm saying this is because I've recently bought a real-time reflections solution from the asset store and found it to be really superficial and not worth the money.

    Maybe you could write a small document (2-3 pages) in which you could describe the integration of this package with unity for shaders (reflections, physicaly based, emission, etc.), lights(shadows, AO, GI), materials (transparency, subsurface, etc.) and other points that you may think are important. This shouldn't take more than a few hours but will help us a lot.
     
    Last edited: May 6, 2014
  49. brilliantgames

    brilliantgames

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    Sorry for the delayed response. I am currently on vacation in Mexico. Currently reflections are image based. You can apply both diffuse and specular image based lighting(Identical to skyshop). The next update coming soon is compatible with pretty much any shader. You only need to add one line of code. 'UsePass "BGLights"", at the end of the shader.

    GI does not eliminate the need for AO. Real time GI just isnt detailed enough to handle that yet. The area lights currently do not have shadows, though in the future we would like to try to implement them. Though you must understand how complex proper shadowing of real time area lights are. Even Unitys baked area lights do not contain shadows. Mesh lights are definitely something we want to look into for a future feature.
     
  50. CaseJnr

    CaseJnr

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    May 14, 2014
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    Does the BG Light Engine support iPhone and iPad