Introduction
beginner start hereRadiant 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
| Unity | 2022.3 LTS or later |
| Pipeline | Built-in Rendering Pipeline |
| Rendering Path | Forward or Deferred (deferred recommended) |
| Platforms | Windows, 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:
- For each pixel, one or more rays are marched through the depth buffer
- When a ray hits a surface, the color at that point is gathered as indirect light
- Results are denoised with spatial blur and temporal reprojection
- The final GI contribution is composited onto the scene
Tip: For questions or issues, visit the Kronnect Support.
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