Introduction

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Radiant GI (Built-in) · Start Here

Radiant Global Illumination brings screen-space, real-time global illumination to the Built-in Rendering Pipeline in Unity 2022.3+. It computes indirect diffuse lighting from visible surfaces, emissive materials, and virtual emitters — with zero pre-computation and no baking required.

Pipeline note: This documentation covers the Built-in RP version. A separate URP version is also available.

Key Features

  • Real-time screen-space GI — indirect diffuse lighting without lightmaps or baking
  • Near-field obscurance — built-in ambient occlusion at no extra cost
  • Virtual emitters — inject GI from off-screen or hidden light sources
  • Fallback system — reflection probes, reuse rays, and reflective shadow maps compensate for off-screen data
  • Forward & deferred — works with both rendering paths (deferred recommended)
  • Temporal filtering — motion-vector-based reprojection for stable, flicker-free results
  • Volume system — global or local volumes to control GI per area
  • 100% GPU-based — no CPU overhead, works with dynamic and procedural content

Requirements

Unity2022.3 LTS or later
PipelineBuilt-in Rendering Pipeline
Rendering PathForward or Deferred (deferred recommended)
PlatformsWindows, macOS, Linux, consoles, WebGL

How It Works

Global illumination refers to indirect diffuse lighting caused by light bouncing off surfaces. Unity's built-in lights (directional, spot, point) provide direct lighting. Radiant GI computes the indirect contribution in real time using screen-space ray marching:

  1. For each pixel, one or more rays are marched through the depth buffer
  2. When a ray hits a surface, the color at that point is gathered as indirect light
  3. Results are denoised with spatial blur and temporal reprojection
  4. The final GI contribution is composited onto the scene
Tip: For questions or issues, visit the Kronnect Support.
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