Global Illumination Proxy is a light manipulation framework that allows the emulation of indirect global illumination in Unity, with support for all Unity versions & platforms and optimizations for great performance on Mobile systems.
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Global Illumination Proxy can be upgraded to InfiniGRASS and Sky Master UTLIMATE for $49 and Sky Master UTLIMATE also upgrades to all other major ARTnGAME assets from $9 to $59.
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Windows Demo:
Atrium GI Demo with Sky Master ULTIMATE Volumetric Lighting
Create spectacular indirect lighting using minimal resources and Unity lights, for maximum compatibility and performance. The system uses shadowless point lights to emulate the bounced lights from surfaces.
The system has been created to deliver realistic GI, scalable depending on the hardware target. It supports all Unity light types (point, spot and directional) and works on all platforms and in both Unity Free and Pro.
The "hero follow" mode allows for GI in open environments, where only the grid close to hero may cast indirect lighting.
New in v1.5
- Second light bounces for enhanced GI accuracy
- IBL Proxy for Sky color based lighting.
- Area lights Proxy (with point lights), GI enabled.
- Support for Jove lights.
The framework is written in C# code and the source code is provided.
If you have any requests for new features or feedback and for Mobile demos, please visit the Unity forum thread.
For support, contact me via
More info on the official website
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For tutorials & latest information, visit the ARTnGame forum.
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v1.7.4 - Ported the project to Unity 2021.3 LTS - Augmented the welcome screen with new information. v1.7.3a - Refined the welcome screen with more information. 1.7.3 - Added new refined spot light GI demo with grid casting method. - Removed redundant manuals of previous versions. 1.7.2d - Added new spot light GI demo with grid casting method. v1.7.2c - Refined the welcome screen with more information. v1.7.2b - Refined the welcome screen with more information. v1.7.2a - Refined the welcome screen with more information. v1.7.2 - Added new room demo with stronger global illumination showcase. - Refined the welcome screen with more information. v1.7.1 - Added Welcome screen with direct links to support channels, tutorial videos and package information. v1.7.0 - Added new option to check the region between the bounce light point and the offseted bounce light placement for collisions with objects so that lights wont enter objects that overlap the light placement point. If a collision is found the light will either be placed directly on the bounce point or half way between the bounce point and the collision point, using the Meet Half Way option. v1.6.9 - Upgraded project to latest Unity 2018.4.32 LTS version - Addressed a few warnings that appeared in the main demo v1.6.8 - Upgraded project to latest Unity 2018.4 LTS version v1.6.7 - Adapted to Unity 2018.3 v1.6.6 - Removed all Javascript files and Standard Asset naming from folders. v1.6.5 - Added controls for sun height based elimination of lights - Added control for bounce lights registration on surfaces with specific layer and tag. - Added control of bounce light effect on specific layers (set layermask on bounce lights) - Added new Unity 5 demo for GI Proxy. This demo also fixes an issue of the previous Attrium demo where the light pool was parented to the sun light and followed its rotation, displacing the bounce lights. Features for the new v1.5: - Added 2ond bounces, regulated instensity, creation and offer parameters for controling the radius of the lights. - Added option to make 2ond bounce lights "not important" in render mode - Added demo scene, with in to outdoors transition and hero follow mode (link in the post above) - Optimized performance for 2ond bounces, main bounce lights will raycast one per frame - Fixed some of the rules for eliminating ligths that did not apply to point lights and fixed light creation and elimination for point lights, so the further away created bounce lights dont dissapear when created. - Added sky mode, to grab color from the sky dome (must have a collider) texture. - IBL parameter added to define the degree of influence of the sky to the GI - Added option to move the lights away from the hit surface along the normal vector, for better distribution of lights in space. - Added support for Jove point lights.