Fallbacks

intermediate concepts

Radiant GI (Built-in) · Core Concepts

Radiant GI is a screen-space effect: only objects visible on screen can contribute indirect lighting. The fallback system compensates for this limitation by providing alternative data sources when rays miss.

Note: Radiant GI is 100% GPU-based, requires no pre-computation, and works with dynamic or procedural content. Fallbacks extend its reach without sacrificing these advantages.

Available Fallbacks

Reuse Rays

When a ray misses in the current frame, the system checks whether a ray from a previous frame — emitted from the same screen position — hit a surface. If so, that result is reused.

CostVery low
ProsSmooth GI composition, almost free
ConsCan introduce ghosting on fast-moving objects. Still limited to surfaces that were recently on screen.
RecommendationEnable always unless ghosting is problematic. Use a low intensity value.

Reflection Probes

When rays miss, Radiant samples cubemaps from the two nearest reflection probes. This provides approximate off-screen color data.

CostMedium
SetupAdd the Radiant Probe script to any reflection probe in your scene. Radiant automatically selects the 2 nearest probes to the camera.
Probe modesBaked (cheapest), Awake (updates once), or Real-time (most accurate but expensive). A real-time probe parented to the camera gives the best results.
BlendingRadiant uses each probe’s importance, intensity, blending distance, and box size to weight the cubemap sampling.
RecommendationPlace at least one probe at the center of each room with Bake mode set to Awake.

Reflective Shadow Maps (RSM)

Renders the scene from the directional light’s point of view, capturing flux, normals, and world positions to compute GI bounces for off-screen geometry.

CostHigh when updating; medium otherwise
SetupEnable RSM in the Radiant inspector, then add the Radiant Shadow Map script to the main directional light.
Update triggersRSM buffers are recomputed only when the directional light rotates or the camera moves more than 5 meters.
Best forOutdoor scenes or large open areas where the sun is high, maximizing the RSM capture coverage.

Selection Priority

When multiple fallbacks are enabled, the system selects automatically in this order:

  1. Reflection Probes — used first if available
  2. Reflective Shadow Maps — used if no probes are available
  3. Reuse Rays — used as final fallback

Recommendations

When to use fallbacks: Only enable fallbacks if lighting changes are distracting or affect gameplay. Radiant GI is designed to add subtle indirect lighting, and slight fluctuations when objects enter/leave the frustum are normal for screen-space techniques.
  • Always enable Reuse Rays — it is nearly free and smooths the result
  • Interiors: add reflection probes at room centers with Bake mode = Awake
  • Outdoors: reflective shadow maps work better than probes when the sun is high
  • Multiple volumes: use different fallback configurations per area for the best balance of quality and performance
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