View on Asset Store (opens in new tab)
Package details
- Latest version
- 2.0.4
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 78.5 MB
- Files
- 181
- Favorites
- 521
- Views in the past week
- 44
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $15.00 on
Keywords
Magic Lightmap Switcher
Magic Lightmap Switcher is a Unity editor extension that will allow you to store baked lightmap data and then switch between its or interpolate right at runtime with minimal FPS costs.
Affiliate link · Purchases support this site
Price history
Last 6 months
USDAsset preview
1 / 3
Magic Lightmap Switcher screenshot 1
About this asset
Forum Thread | E-Mail | Telegram Group - Magic Tools | Discord Server - Magic Tools
Do not use the plugin review submission form as a bug report submission form. Instead, use any of the specified communication channels. In most cases, the developer responds within a few minutes.
Magic Lightmap Switcher (MLS) is a powerful tool for Unity designed for dynamic switching and smooth blending of various lighting scenarios in real time. It allows you to create effects of changing the time of day, switching between different visual styles (for example, day/night, light on/off) or lighting animations without having to reload the scene. The plugin supports all Render Pipelines Unity (Built-in, URP, HDRP) out of the box.
Main features
Dynamic Lighting Switching: Allows you to store multiple lighting presets for a single scene. Each preset contains its own lightmaps, Reflection Probes, material parameters, and global rendering settings (fog, ambient colors). Lighting can be instantly switched between these scenarios.
Smooth Blending: The main function of the plug—in is smooth interpolation between two lighting scenarios. Blending is supported:
- Color, dirctional lightmaps, and shadowmasks
- Cubic textures of reflections
- Material parameters (colors, slider values, textures)
- Global rendering settings (ambient colors, fog)
- Parameters of any components on game objects (for example, the intensity of the light source, the rotation of the object)
- Light Probes and Adaptive Probe Volumes
Optimization
Tile-Based Blending: Heavy operations on blending light maps are performed not in one frame, but in parts (tiles). This distributes the computational load over several frames, preventing performance drawdowns (FPS).
Cell-Based Culling: The scene is split into a 3D grid. The blending system updates only the lighting data that is in the cell close to the camera and cells visible in camera, which significantly reduces the amount of data processed.
Optimized blending of compressed textures: For platforms that support modern APIs (PCs, consoles), blending compressed textures (BC6H, DXT1) is performed directly on the GPU using Compute Shaders. This avoids decompression in CPU memory, saving resources.
Streaming processing: Blending of Light Probes (if used) data is performed in the background thread, and the result is applied in the main thread, which prevents it from being blocked.
Efficient memory management: The plugin enables checking of available system memory before starting the blending process and uses object pools to minimize garbage collection (GC).
Integration
Support for all Render Pipelines: The plugin is fully compatible with Built-in Render Pipeline, Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP) without the need for additional configuration.
Support for third-party solutions: It has built-in Bakery support, allowing you to integrate their data into a dynamic lighting system.
Other integrations:
- Magic Light Probes
- Enviro - Sky and Weather
- Cozy: Weather
Restrictions
Platforms without GPU compression support: For platforms where there is no support for BC6H/DXT1 compression on the fly (mobile devices), blending in the RGBAHalf format is used. This can lead to increased consumption of video memory (VRAM).
Forward+ and Deferred+ rendering modes: In these rendering modes, reflections (Reflection Probes) are used as texture atlases, which makes their blending technically impossible in the current implementation. The support for blending reflections is only available in modes where they are used as separate cubic textures.
The compatibility table can be viewed here.
Support the developer:
Anyone who can and wants to provide support to developer can do it here
Contacts And Documentation:
- Telgram Group
- Discord Server - Magic Tools
- Forum Thread
- X
- Magic Lightmap Switcher manual (en)
Other Our Assets:
- Magic Light Probes - High Precision Light Probe Generator
From the publisher's Asset Store listing.
Technical details
System features:
- Switching and blending all available baked data in the scene at runtime
- Using shaders and multithreading for system operation, which allows you to maintain high performance
- Support for multiple lighting scenarios for one scene
- Automatic baking and storing process of lightmaps in turn order
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 2022.3.62f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.