FAQ
beginner faqRadiant GI (Built-in) · Troubleshooting & FAQ
Is this asset compatible with Unity 6?
Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.
What rendering path should I use?
Deferred is strongly recommended. It provides g-buffer data (albedo, specular, normals) that Radiant uses for more accurate and realistic GI. Forward rendering works but may produce slightly washed-out results on dark objects.
Can Radiant GI illuminate objects that are off-screen?
Radiant GI is a screen-space effect, so it can only directly use data from visible pixels. However, the Fallback systems (Sky, Reflection Probes, Reflective Shadow Maps, Reuse Rays) provide indirect light from off-screen sources. See the Fallbacks page for details.
Is Radiant GI compatible with baked lighting?
Yes. Radiant adds real-time indirect lighting on top of any existing lighting setup. To avoid double-counting ambient light, lower the Unity Ambient Intensity parameter in the Radiant GI settings (General section). The default value of 0.85 keeps 85% of Unity's ambient; reduce it further if the scene appears too bright.
How many virtual emitters can I use?
There is no limit to how many you can place in a scene, but only the 32 closest to the camera are active at any given time.
Does Radiant GI work on mobile?
Radiant GI requires compute shader support and is designed for desktop and console GPUs. It may work on high-end mobile devices but is not officially optimized for mobile platforms.
Lighting shines too much on toon characters
Reduce the Specular Contribution setting in the General section.
The scene looks brighter when Radiant GI is enabled. How do I fix it?
Radiant GI computes real-time indirect lighting and adds it to the scene. Because this new indirect light stacks on top of Unity's existing ambient contribution (from the skybox or ambient color), the overall scene can appear brighter than expected.
To compensate, lower the Unity Ambient Intensity parameter in the Radiant GI settings (under General). The default is 0.85 (keeps 85% of Unity ambient). Reduce it toward 0 until the brightness matches your expectation. At 0, Unity's ambient is fully subtracted and only GI-computed indirect light remains.
You can also reduce the Indirect Light Intensity parameter (under Quality) to scale down the overall GI contribution.
Why can't Radiant GI be applied to sprites and transparent objects?
Radiant renders after opaques and before transparent objects (similar to SSAO), so it cannot 'paint' GI over sprites, UI, or transparent objects. The rendering order prevents it from affecting these object types.
How can I make VFX Graph particles contribute to global illumination?
You can add a virtual emitter to the VFX object to make it contribute to GI. For spread-out particles like fireflies that need individual contributions, you can use multiple virtual emitters.
How do Radiant GI results differ between forward and deferred rendering?
Results are more realistic in deferred because it provides separated data for albedo, roughness, and normals, allowing the asset to work more accurately. In forward mode, only color and normals are available, so in very dark scenes the effect may look worse or less realistic.
Should I reduce ambient lighting directly in the scene or through Radiant's parameter?
Both approaches are valid. Reducing ambient lighting directly affects the entire scene globally. Using Radiant's 'Unity Ambient Intensity' parameter reduces it only when the effect is active. Choose based on whether you need global or local ambient reduction.
I have a question not covered here
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