Category Archives: Screen Space Rendering Techniques

SSAL redLights have been released!

Our redLights SSAL package has been released and is now available for purchase at the unity asset store.

Go, grab it while it’s hot! Now!

Let’s call it redLab!

Yesterday the redPlant team launched a new area on their website. It’s the redLab, where we will showcase latest experiments from our office in Germany.

The first entry is about redLights (SSAL). A new technique for illuminating scenes that have been built with Unity3d. The respective unity package will hit the asset store soon. So stay tuned!

The next article will follow shortly. It will contain an in-depth explanation of the deferred rendering pipeline, that we have developed and contributed to the three.js engine. It’s part of the stable branch since release r54.

Exciting :)

Screen Space Area Lights – SSAL – New Preview

There is a new preview version that shows our SSAL in action. Note, that all the lighting in the screenshots below comes from SSAL. No ambient, directional, spots or points.

The final package will be released soon. Cheers.

Screen Space Area Lights – SSAL

I’m happy to announce that our SSAL package will be released on the unity asset store soon.

Unity users will now have the ability to use realtime arealights in their applications by using our screen space implementation.

It supports all the goodness, such as deferred and forward rendering, correctly works together with the builtin unity materials, lights and shadows. And since it is rendered as image effect, it is decoupled from the geometric complexity of the rendered scene.

There is a preview version to play around with.

You can also follow the discussion on the unity forum.

Stay tuned!