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实时体素全局光照 是一款可轻松设置的资源,可为场景提供真实的间接光照效果。该系统完全实时运行,并使用太阳光与场景中的网格物体作为光源。
渲染管线兼容性
内置渲染管线是团结引擎/Unity的默认渲染管线,它是一种通用型渲染管线,但可定制化的选项较为有限。通用渲染管线(简称 URP)是一种可编程渲染管线,能够快速、轻松地进行定制,并可在广泛的平台上实现优化的图形效果。高清渲染管线(简称 HDRP)同样是一种可编程渲染管线,能够在高端平台上实现前沿的高保真图形效果。
团结/Unity版本
内置渲染管线
通用渲染管线(URP)
高清渲染管线(HDRP)
团结 1.8.2
不兼容
兼容
不兼容
描述
基于体素的实时全局光照 是一套全新的系统,在 Universal Render Pipeline(URP)中实现真正的体素全局光照。系统在局部范围内保持完全稳定,并能够正确处理屏幕外光源的影响。

该系统完全实时运行,无需像 SDF 方案那样进行任何形式的烘焙,也无需修改场景材质。支持太阳光、本地光源以及基于网格形状的光源。网格光源特别适合模拟具有自然渐变边缘的真实柔和阴影。

系统支持无限次光线反弹,具备极快的收敛响应速度,可实现真正的实时光照变化。同时针对极致性能进行了优化(在 Radeon 6750XT GPU 上可达 420 FPS)。

教程视频 - Tutorial video:

LUMINA 2024 quick setup in Unity 6.3 with the new 6.3 pipeline and demo scenes.

LUMINA Video Tutorial

本系统还包含集成的环境光遮蔽(Ambient Occlusion)模块、基于世界空间体素的反射模块,以及即将推出的流体火焰与烟雾模块。

系统可直接与 Sky Master ULTIMATE 的时间系统、体积云及光照系统进行集成。对于同时拥有这两款资源的用户,可根据请求提供已整合完成的组合管线版本。

LUMINA 全新 Forward+ 模式演示(Unity 6 - URP Render Graph):

演示内容包含 Sky Master ULTIMATE 全新体积光照系统 Ethereal 2022,以及 GLAMOR 绘画风格特效。

LUMINA FORWARD PLUS with Motion Blur - No Painterly

LUMINA FORWARD PLUS PAINTERLY without Motion Blur - With Painterly

演示:

(Book of the Dead URP with LUMINA and Sky Master volumetric clouds and lighting)

LUMINA new room demo (Windows:使用左侧 CTRL 键 + 鼠标旋转太阳方向)

(Windows Demo)

(Windows Shroom Reflections Combination Demo)

(Windows Shrooms & Reflections Separate Demos)

更多信息请访问 ARTnGAME 官方网站 及 Lumina 论坛帖。 如需即时交流或获得任何问题的帮助,请通过 ARTnGAME Discord 频道 或 ARTnGAME 支持邮箱 联系我。[E-mail] - ARTnGAME Website - ARTnGAME Discord Channel

ENGLISH:

LUMINA GI 2024: Voxel based Real time Global Illumination is a new system for true voxel based global illumination in Universal Pipeline that will locally remain fully stable and respect off screen lights. The system is fully real time and does not require any form of baking like SDF solutions or change of scene materials and uses sun, local & mesh shaped light sources. The mesh lights are ideal to emulate true soft shadows with fading edges. It supports infinite light bounces with super fast convergence response for true real time light changes and optimizations for extreme performance (420fps Radeon 6750XT GPU).

The system also includes an integrated ambient occlusion module, a world space voxel based reflections module (Video 1 - 2 -3 - 4) and the coming soon fluid fire & smoke module (Video). The system directly integrates with the Sky Master ULTIMATE time of day, volumetric clouds (Video) & lighting (Video) systems. A ready combined pipeline is provided on request for the integration for users of both assets.

NEW Demos of LUMINA in Forward+ mode (Unity 6 - URP Render Graph):

Demos include Sky Master ULTIMATE new volumetric lighting Ethereal 2022 and GLAMOR paintrly effect.

LUMINA FORWARD PLUS with Motion Blur - No Painterly

LUMINA FORWARD PLUS PAINTERLY without Motion Blur - With Painterly

DEMOS:

(Book of the Dead URP with LUMINA and Sky Master volumetric clouds and lighting)

LUMINA new room demo (Windows - Use left CTRL + Mouse to rotate the sun)

(Windows Demo v2.0.4 Optimized Sponza)

(Windows Shroom Reflections Combination Demo)

(Windows Shrooms & Reflections Separate Demos)

More info on the official ARTnGAME Website and Lumina Forum Thread.

For direct chat and help on any issue, please contact me via ARTnGAME Discord Channel or ARTnGAME support [E-mail].
技术细节
功能特点:

- 完全实时的真实全局光照系统,适用于 Universal Rendering Pipeline (URP)。

- 基于体素的解决方案(非屏幕空间),确保在摄像机旋转或移动时光照不发生局部变化或闪烁。

- 无需任何烘焙或预处理。系统不使用 SDF、场景光源或反射探针,完全实时运行,支持程序化变化的几何体和场景。

- 创建场景的体积表示,也可用于风格化效果,未来将提供直接呈现整个场景的特定体素风格。需要 Standard Built-in BiRP 管线进行体素化,同时提供 URP 原生体素化选项。

- 从主颜色和物体纹理中获取颜色,实现最大化真实感。

- 集成环境光遮蔽(Ambient Occlusion)模块到 GI 系统中。

- 多重优化选项(效果可全分辨率或半分辨率渲染 - 低、中、高及极限体素分辨率 - 光锥数量和光照计算步数 - 每秒更新或按移动距离更新)。

- 简单易用,只需在摄像机上添加一个脚本即可直接配置管线和效果,之后只需对渲染器做少量修改,详细说明见手册及视频教程。

- 实时世界空间反射模块,使用体素化的场景数据。

- 支持点光源和聚光灯 GI(实验功能),可配合网格光源使用。

- Cascades 系统支持三层级体素,每层覆盖更大范围并使用更大体素尺寸,同时提供近景层以最大化细节(实验功能)。

- RenderGraph 版本集成 Temporal AA,最新版本还包含两个独立外部 Temporal AA 方案,可大幅降低计算步数。

- 支持大量网格光源,网格光源可通过发光颜色和纹理配置。设置 HDR 颜色功率为零可关闭光照,非零则投射光照;主颜色 alpha 可进一步控制光照强度。光源网格可仅通过层级加入 GI 系统,从而创建任意形状的隐藏光源。

- 对被体素化和投射 GI 的对象提供完整的层级控制,可使用不同几何体进行 GI,或排除不需要贡献的较小物体。

重要说明: 实时全局光照问题通常非常复杂,因此本系统在使用上有一些需要注意的事项,现说明如下:

- 系统使用 Geometry Shader 来计算体素化空间,因此不兼容不支持 Geometry Shader 的硬件,例如 Mac 电脑。

- 系统最适合用于较小的空间,在这种情况下体素化空间只需计算一次,或者在进入新房间时可动态重新计算,这是一种理想使用场景。

- 系统也可用于无限世界的实时渲染,通过持续的空间体素化实现。优化方式有两种:按移动距离更新体素化,或按时间更新体素化,亦可同时使用。但请注意,在运行时为了获得更平滑的体素重计算结果,这可能会增加性能开销。

- 按时间更新可能会在移动物体上出现光照间隙,因此建议仅用于运动速度非常快或非常慢的物体。

- 系统支持太阳光源和通过发光材质的本地光源,并对点光源和聚光灯投射 GI 提供实验性支持。

- 系统使用 Standard Pipeline (BiRP) 来渲染体素化场景体积(当启用颜色化选项时),这是最准确的模式。随后渲染结果会导入 URP。非颜色化模式下的 GI 仅由太阳光着色。

- 最新版本还提供完全 URP 原生体素化器 选项,无需使用 BiRP。

- 真实透明材质暂不包含在 GI 投射中,这部分仍在开发中,未来版本可能会支持。

ENGLISH:

Features:

- Fully real time, true Global Illumination system for the Universal Rendering Pipeline.

- Voxel based solution (Not based on screen space) for zero local change of the lighting or flickering as the camera rotates and moves around.

- No baking or preprocessing of any kind is required. The system is not using SDFs, any kind of scene light or reflection probes and everything is in real time, supporting procedurally changing geometry and worlds.

- Creates a volume representation of the scene, which can be used as a style as well, this aspect will be work in progress for offering a special stylistic voxel look of the whole scene directly. Requires the Standard Built In BiRP pipeline for the voxelization and offers a URP native voxelizer as option.

- Grabs color from both main color and object textures, for maximum realism.

- Ambient Occlusion module embedded to the GI solution.

- Multiple optimizations factors (Full or Half resolution rendering of the effect - Low, High and Insane voxel resolution options - Cones number and lighting calculations steps - Update per a number of seconds or per distance travelled)

- Easy setup, a single script on camera configures the pipeline and the effect directly, minor changes are required in the renderers after that setup, described in the manual and the Video Tutorial.

- Real time World Space Reflections module using the voxelized world solution.

- Point and spot lights GI as experimetal feature, in addition to mesh lights.

- Cascades system that support three cascades each covering a larger part of the world with larger voxel size and one close up for maximizing detail, as experimetal feature.

- Integrated Temporal AA in the RenderGraph version. Two external separate temporal AA solutions are also included in the latest version, that allow lowering a lot the step count.

- Supports very big number of mesh shaped lights, mesh lights are configured with emissive color and texture, set HDR color power to zero to stop the effect, above zero to cast light and the main color alpha to further control the light power. The light mesh can be inserted only in the GI solution by layer, thus create hidden light sources of any shape.

- Full layer based control of the items that are voxelized and cast GI, allowing to use different geometry for the GI or exclude smaller items that not contribute or are not desired to contribute to the GI.

IMPORTANT: The real time global illumination problem is generally a very complex and hard one, thus there is some considerations currently on the system, which will be mentioned here.

The system uses Geometry shaders to calculate the voxelized space, thus is not compatible with any hardware that does not support Geometry Shaders, e.g. Mac PCs.

The system is ideal for smaller spaces, where the voxelized space can be calculated only once and possibly be recalculated on the fly every time entering a new room, this is the ideal use scenario.

The system can be used in realtime for infinite worlds with constant space voxelization and there is two ways to optimize, update the voxelization per distance or per time, or both together, keep in mind can be more taxing to get a smoother volume recalculation result in run time.

Update per time will showcase a gap in lighting in moving objects, so is best used for very fast or slow moving items.

The system supports sun light source and local light sources through emissive materials, and there is experimental support for spot and point lights casting GI.

IMPORTANT: The system uses the Standard Pipeline (BiRP) to render the scene voxelized volume when the colorize option is selected, this mode is the most accurate. The rendering is then diverted to the URP. The non colorize mode gives GI which is colored only by the sun light.

In the latest version a fully URP native version of the voxelizer is also included as an extra option, that does not use the BiRP.

The true transparent materials are not included in the GI casting, this aspect is work in progress and TBD if can be addressed in later updates.

LUMINA GI 2024: Real-Time Voxel Global Illumination

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仅支持将资源分配给中国区用户,其他区域账号暂不支持
许可证类型
如对许可证类型有疑问,请查阅EULA
席位
文件大小
222.7 MB
最新版本
1.0.0
最新发布日期
2026-03-04
支持Unity版本
/
支持的团结引擎版本
1.8.2或更高
发布者支持
nasos_333@yahoo.com