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[RELEASED] - Screen Space Area Lights (SSAL)

Discussion in 'Assets and Asset Store' started by MPanknin, Mar 25, 2013.

  1. tcs-kikuchi

    tcs-kikuchi

    Joined:
    Jul 30, 2014
    Posts:
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    Hi MPankinin

    I recently purchased your brilliant asset and I'm truly happy to use it.

    However, I have a problem in my scene like WayneS56's article(showing like mirror object).
    Would you like to send me the same fixed patch ?
     
  2. MPanknin

    MPanknin

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    Nov 20, 2011
    Posts:
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    Hi tcs-kikuchi,

    PM send. Let me know, if that solves your issue.

    Cheers,
    Martin
     
  3. ElementalSpark

    ElementalSpark

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    Jul 20, 2013
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    Could you post that patch for all of us please? I've had this problem for months and even pulled redlights out of my project because of it... Little help?
     
  4. MPanknin

    MPanknin

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    Hi ElementalSpark,

    Unfortunately, I didn't receive any response regarding the patch yet.

    You can download it at:

    http://data.redplant.de/transfer/redLights_patch.unitypackage

    You will need to replace three files within your unity project.

    redLights/Resources/Scripts/AreaLight/AreaLight.cs
    redLights/Resources/Scripts/Editor/AreaLightEditor.cs
    redLights/Resources/Shader/AreaLightBody.cginc

    After you have replaced the files, there will be a new checkbox "Flip vertical UVs" in the inspector of the respective arealight component. This flag switches the vertical uvs inside our core shader and should also fix your problem.

    Please let me know, if that solves your problem.

    Cheers,
    Martin
     
  5. CptBonex

    CptBonex

    Joined:
    Dec 14, 2013
    Posts:
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    I don't know if this happens to others but the "Flip vertical UVs" will toggle to off whenever I start my game so I have to manually switch when the game is running.

    Edit: in "redLights/Resources/Scripts/AreaLight/AreaLight.cs" awake method you have
    FlipUVVert = false;
    So that switches the state to off no mater what the editor says. So remove that and it works.
     
    Last edited: Nov 17, 2014
  6. MPanknin

    MPanknin

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    Hi CptBonex,

    you're right. That statement doesn't belong there.

    Thanks,
    Martin
     
  7. MPanknin

    MPanknin

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    Hi Folks,

    we know it's been a while. We aren't dead, but started working on redLights 2.0 instead.

    We can't tell you a release date yet, nor can we tell you what exactly will be included in the upcoming release. However, there is one detail, that we would like to share at this point already, which is support for mobile, since this has been the by far most requested feature.

    [​IMG] [​IMG]

    The new version 2.0 has been rewritten from scratch due to the limitations of the old approach and is therefore not compatible with the current version 1.5.

    Stay tuned, there will be more to come soon.

    Have a great weekend!

    Cheers,
    Martin
     
  8. kurylo3d

    kurylo3d

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    Posts:
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    curious does your current iteration of redlights support unity 5 beta? Its newer deferred implementation.
     
    Last edited: Dec 16, 2014
  9. MPanknin

    MPanknin

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    Hi kurylo3d,

    sry for the late reply.

    The current version (1.51) that is available in the assetstore is 3.x & 4.x only.

    The new version (2.0) will support the upcoming 5.x cycle including the new deferred shading path. In fact, the latest screenshots were done with the current beta.

    Cheers,
    Martin
     
  10. kurylo3d

    kurylo3d

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    I see, how long until i could get my hands on it ? :) I have been doing some work in unity 5 lately and i love the graphics i can achieve.
     
  11. ksam2

    ksam2

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    It looks good, any chance for the Unity5?
     
  12. ksam2

    ksam2

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    Will it be release for Unity5?
     
  13. kurylo3d

    kurylo3d

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    He just said it would 2 posts ago.

    My question is .. is there a planned release date ? :)
     
    Last edited: Jan 5, 2015
  14. MPanknin

    MPanknin

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    This question is difficult to answer as long as there is no release date for unity 5.0.

    Sry, I know that is not the answer you wanted to hear :)
     
  15. elbows

    elbows

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    Any particular reason you are waiting for the final release? A lot of other assets I own have provisional Unity 5 support in already and have mostly been working great with the last umpteen beta releases of 5.
     
  16. MPanknin

    MPanknin

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    Yes. Cause we aren't finished yet. :)
     
    elbows and ksam2 like this.
  17. MPanknin

    MPanknin

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    As I wrote earlier we don't port the current redLights to the new 5.x version. We are rewriting the whole thing from scratch using different algorithms and a more sophisticated approach for integrating the lights into unity's pipeline.

    However, we are making good progress. Below you see our lights together with the new 5.x standard shader.
    The upcoming version runs in forward as well as in the new deferred shading pass and can be exported to mobile also. Everything is properly integrated into the internal rendering pipeline and runs so much smoother than the current version.

    Just as a small teaser. Have a nice evening!

    [​IMG] [​IMG]
     
    CWolf, elbows, gurayg and 1 other person like this.
  18. Elecman

    Elecman

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    It seems that it will be able to create the smeared out effect of lights reflecting on calm-ish water like this:
    reflection.jpg

    Can you confirm that?
     
  19. MPanknin

    MPanknin

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    Hi Elecman,

    with a suitable combination of materials and lights you might achieve a similar effect. We will do a couple of tests before we release and post the results here.
     
  20. Elecman

    Elecman

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    Thanks. I am excited!
     
  21. MPanknin

    MPanknin

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    Hi there,

    two random screenshots for you guys. Rectangular and spherical emitter are working. Screenshots are done with the Standard PBS shader from current 5.0 beta.

    [​IMG] [​IMG]
     
    gurayg and elbows like this.
  22. gurayg

    gurayg

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    Look good already :)
    Any developments on the shadow implantation?
     
  23. Elecman

    Elecman

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    Looks nice!
     
  24. kurylo3d

    kurylo3d

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    im excited :)
     
  25. MPanknin

    MPanknin

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    Hi there,

    small update for today. This is where we are right now. Different emitter shapes are working nicely. And we also started working on textured rectangular lights.

    [​IMG] [​IMG]

    Have a nice evening and stay tuned!
     
    FreakForFreedom and kurylo3d like this.
  26. kurylo3d

    kurylo3d

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    Breath taking. Question, could the textures be animated?
     
  27. MPanknin

    MPanknin

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    Not really. Shadows are postponed, I'm afraid.
     
  28. FreakForFreedom

    FreakForFreedom

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    This is awesome looking! Can't wait to test it out myself :D
     
  29. MPanknin

    MPanknin

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    Nov 20, 2011
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    Hi guys,

    small update before the weekend. Our lights come now in five different flavors:

    Top row:
    Preliminary support for IES profiles.

    Bottom row:
    Rectangular, spherical, disc and tube emitter.

    [​IMG] [​IMG] [​IMG]

    We are almost feature complete and hope to be able to release the redLights 2.0 package soon!

    Have a great weekend!
     
    Last edited: Jan 30, 2015
    elbows and FreakForFreedom like this.
  30. kurylo3d

    kurylo3d

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    i just nutted. When can i finally try this with my scene in unity 5 :p
     
  31. kurylo3d

    kurylo3d

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    quick question. Do screen space lights like these effect the gi or lightmaps that are generated?
     
  32. MPanknin

    MPanknin

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    Nov 20, 2011
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    Theoretically speaking yes. However, support for enlighten won't make it into the first release. There are still a couple of things, that we need to figure out.

    Just to clarify, the new version is not an implementation of SSAL anymore and won't be compatible with the current redLights version 1.51. It will be a new package.

    We use a different approach for rendering our lights, that follows unity's rendering pipeline more closely. Basically speaking they are just standard unity lights with custom lighting functions and therefore support most of what the stock lights are capable of (forward/deferred, mobile/web/standalone, light culling masks etc.)

    We will post some more technical details once we are finished.

    Cheers,
    Martin
     
  33. kurylo3d

    kurylo3d

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    so basically we would have to fake gi around these screen space area lights for the time being in unity 5? Like if i have a textured TV , throw around a couple of point lights that are dim to make it look like a light bounce?
     
  34. sipon

    sipon

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  35. MPanknin

    MPanknin

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    Yes, the animated texture emitter is just a regular textured emitter. Updating the input texture is up to you as a developer. If you are using AVPRO or any other video plugin doesn't really matter as long as you provide the input texture including mipmaps. To my knowledge AVPRO doesn't support mipmap generation until now.

    I just put together a small example scene and I could easily read the AVPRO texture in our lighting code. But since there are no mipmaps available, the result looks incorrect.

    However, I don't think, that we will support any video plugin natively. Instead we will provide the relevant information on how to setup the necessary input textures.

    Cheers,
    Martin
     
    kurylo3d likes this.
  36. MPanknin

    MPanknin

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    That sounds like one possible way of doing it. But, maybe we can come up with another more integrated solution.

    We are still thinking about it.
     
  37. kurylo3d

    kurylo3d

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    I dont mind.. a couple of point lights in deferred rendering doesnt really hurt...
     
  38. MPanknin

    MPanknin

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    Nov 20, 2011
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    Hi there,

    we are getting closer to a release. In addition to cleaning things up codewise we are preparing a bit of sample content, that demonstrates how to setup our lights in your scene.

    Here is a little teaser.

    [​IMG] [​IMG] [​IMG]

    Enjoy your weekend!
     
  39. kurylo3d

    kurylo3d

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    im excited. Question.. how will it work with reflections. I guess what im asking is whats the best workflow in regaurd to unity 5 reflection probes. Will i see your highlight plus the reflections? Or is there a way i would bake the reflections without your lights and the enable your lights? Not even sure if thats possible.
     
  40. MPanknin

    MPanknin

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    This can be controlled via layers / culling masks.
     
  41. MPanknin

    MPanknin

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    Here are some more:

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
     
    FreakForFreedom likes this.
  42. kurylo3d

    kurylo3d

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    let me know when i can give you my money lol
     
  43. MPanknin

    MPanknin

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    Our newest killer feature: Game support

    [​IMG]
     
    FreakForFreedom likes this.
  44. Tjomas

    Tjomas

    Joined:
    Jan 1, 2012
    Posts:
    27
    And finally: mobile lightsaber support. ;)

    [​IMG]
    [​IMG]
    [​IMG]
     
  45. MPanknin

    MPanknin

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  46. MPanknin

    MPanknin

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  47. Cascho01

    Cascho01

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    Well done guys!
     
  48. kurylo3d

    kurylo3d

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    you should probably tell people theres a button at the upper right to turn your website to english :/
     
    pius likes this.
  49. Elecman

    Elecman

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    Looks very nice. Well done!
     
  50. Don-Gray

    Don-Gray

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    Chrome automatically translates it here, could be an add-on.
    Only seeing 1.51 on the Asset Store.