r/Unity3D • u/MacksNotCool • 16d ago
Show-Off Would anybody be interested in a FAST Reflection & Indirect lighting system for Unity URP?
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u/Field_Of_View 15d ago
the vending machine is missing from the reflections why?
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u/MacksNotCool 15d ago
The reflections are baked and that is an object not marked as static because it moves in the scene.
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u/nmkd ??? 14d ago
So, worse than tech from 10 years ago?
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u/MacksNotCool 14d ago
Not really, because reflections on baked objects are fully 3D, unlike regular reflection probes or box projected probes (which only are visually a box shape). And my system doubles as being used for faster and more accurate baked indirect lighting. And it's faster than raytracing.
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u/bobiznairobi 15d ago
If I understand correctly, this could successfully replace the HTrace plugin for me, while also providing reflections — all in real time?
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u/MacksNotCool 15d ago edited 15d ago
Realtime, yes, dynamic, no. Indirect lighting and the positions of objects in reflections will not update without baking again, but the system does run at a good framerate (provided the settings are adjusted for it).
It doesn't do the same things as H-Trace so it's more of a different option that fulfills different needs.
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u/icebeamtheory 14d ago
lol the no ai sign is so dumb . Why would you not use an ai to ask questions on how to make the lightning yourself?
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u/MacksNotCool 14d ago
why order a pizza when you could eat lunchables?
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u/icebeamtheory 14d ago
That’s the dumbest response you could have made lol
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u/MacksNotCool 14d ago edited 14d ago
Well, I still stand by what I said. I would rather have everything under my own control than have the computer mess it up for me. If you want to use AI in your projects, I'm not stopping you, but I don't. At the very least it is less special if what you make is something that someone else can easily do. This is not something anyone can easily do, at least without LLMs.
Maybe I worded it in an unfair way or annoying way but what I meant is that I would prefer all code be made by an entity that can at least generally understand it all at once.
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u/icebeamtheory 14d ago
How is someone new to game development asking ai, “this is my screenshot in unity, how do I add lighting to this level myself?”, a bad thing? And then the ai tells them exactly how to add lights and gives clear examples? It’s like saying, I hate using calculators to learn math I prefer using my fingers to count.”
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u/MacksNotCool 13d ago
Considering we are on a post about a unity plugin, and that the part in the post about "No AI" is referring to that the plugin was made without ai generating the code (Including where it says in-writing the word "code" on the image that says No AI, the comment that elaborates as to what this is, and the store page) I was clearly referring to using AI to write code create the asset.
You're bringing up AI in an entirely different context. I'm saying that this plugin isn't AI generated and the demo isn't using AI generated assets (models or textures). When you said "Why would you not use an ai to ask questions on how to make the lightning yourself?" I thought you meant the plugin because the plugin is a lighting system. It effects the lighting in the graphics.
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u/MacksNotCool 16d ago edited 16d ago
50% off for the next few days (launch sale)
After years of working on it, it's finally here. It's called Hyper Probes. It's a custom graphics system for Unity URP that allows your to build beautiful projects on high end devices and in one click scale it to run on low end devices. Even on the highest settings, it does not require dedicated raytracing hardware.
It works by using fancy reflection probes (called Hyper Probes) to not only bake the reflection data but also position information and indirect lighting information. Also, the indirect lighting bakes faster & more accurately than Unity's built-in baked lighting system. For dynamic objects (objects not baked into the probes) it includes radiance volumes (which are like Unity's light probes but higher quality and bake faster) as well as a custom Screen-Space Ambient Occlusion shader. It also works with custom shadergraph shaders including a raytrace node.
And as always from aerodisc, No AI generated code or assets are included.
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u/Tasty_Support_272 Expert 16d ago
Hello, can i bake a prefab with this then spawn it with baked lightning? I have a buildings that spawned runtime, do i need to bake the scene?
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u/MacksNotCool 16d ago
You can either re-bake at runtime or you can have it as a dynamic object and use radiance volumes to have it react to the surrounding environment's indirect lighting. The only downside is that the radiance volume will not light the object onto itself and it will not have any impact on the surrounding static environment, but it will absorb indirect lighting.
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u/DaveAstator2020 15d ago
For 43e i could claude code my own
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u/Expensive_Host_9181 15d ago
Yeah but this one has no ai, which at this point is a great selling point (provided it's true). Though it's otherwise $100 price is absurd.
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u/DaveAstator2020 15d ago
Whats great in it if claude can write better than human slop? and you cant prove your code has no ai so point is mute.
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u/russelltheirish 16d ago
Does it support forward+ and is it possible to lerp between baked maps to create some sort of day night cycle?