Summary
Unity already provides creators with realtime global illumination solutions through HDRP, like ray traced global illumination (RTGI) and screen space global illumination (SSGI). However, while these fulfill some of our creators’ use cases for achieving high quality lighting in their virtual environments, these solutions require high-end devices to run efficiently, so they don’t scale well across platforms.
Use Case / Intended Outcome
With “Precomputed Realtime Global Illumination” we provide creators with a realtime global illumination solution that scales across a wider range of platforms than RTGI or SSGI. This “Precomputed Realtime Global Illumination” solution is based on pre-baked light probe data, which dynamically updates the indirect lighting on probe-lit objects at runtime, and enables creators to author, build and run realtime global illumination from dynamic lights off static contributors, like walls, ceilings, terrain, and static objects.
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