Parameters

intermediate concepts

Radiant GI (Built-in) · Core Concepts

Complete reference for all Radiant GI inspector settings. Parameters are organized by section as they appear in the Volume inspector.

General Settings

ParameterDescriptionDefault
Indirect Light IntensityGlobal intensity of the indirect lighting contribution. Keep values between 0.3 and 2 for realistic results.1
Distance AttenuationControls how light intensity falls off with distance. 0 = no attenuation; 1 = inverse-square falloff.0.5
One Extra BounceReuses indirect lighting from the previous frame to simulate an additional light bounce. Low performance cost.Off
Max Source BrightnessClamps brightness of reflecting surfaces. Lower values (e.g., 0.2) reduce noise from emissive hotspots — compensate by increasing Indirect Intensity.1
Normal Map InfluenceEnhances GI response on surfaces with normal maps for added detail.0.5
Luma InfluenceForward rendering only. Adds pixel brightness variation to GI. Set to 0 to disable.0
Near Field ObscuranceDarkens surfaces based on occlusion, producing an SSAO-like effect integrated into the GI pass at no extra cost.0
Virtual EmittersEnables off-screen virtual light sources. See the Virtual Emitters page.Off

Quality

ParameterDescriptionDefault
Ray CountRays per pixel (1–4). Each additional ray adds significant GPU cost. 1 is sufficient for most scenes.1
Max DistanceMaximum ray travel distance in world units. Keep as low as possible for accuracy (e.g., room size).8
Max SamplesMaximum steps along each ray march. Values of 24–32 give best results.24
JitteringRandomizes ray step size to reduce banding. Useful with low sample counts.0.5
ThicknessDepth tolerance for surface hits. Values of 0.3–1 work best.0.5
Binary SearchRefines hit positions for higher accuracy. Adds a small amount of GPU overhead.On
SmoothingNumber of extra blur passes for denoising.3
Temporal FilterBlends current frame with history buffer using motion vectors to reduce flicker. Only active in Play mode.On

Fallbacks

ParameterDescription
Reuse RaysReuses successful rays from previous frames when current rays miss. Higher values increase intensity of reused data. May cause ghosting on fast-moving objects — keep low. 0 = disabled.
Use Reflection ProbesSamples nearby reflection probe cubemaps when rays miss. Uses the 2 nearest probes to the camera.
Reflective Shadow MapRenders the scene from the directional light to capture off-screen GI data. Expensive when updating; see the Fallbacks page for details.

Performance

ParameterDescription
Raytracer AccuracyDownscales the input depth buffer for better GPU cache efficiency. Lower values = faster but less precise.
DownsamplingDownscales the input image for all render passes. 1 = full resolution. 2 = half. Improves performance at the cost of quality.

Artistic Controls

ParameterDescription
Brightness ThresholdMinimum pixel brightness to be considered an indirect light source. 0 = all pixels contribute.
Maximum BrightnessClamps the maximum brightness of the GI output to prevent overexposure.
Specular ContributionControls how much GI is applied to metallic/shiny surfaces.
Source BrightnessBrightness multiplier for the original image.
GI WeightBlends final GI contribution against the source color.
SaturationColor saturation of the computed GI. 0 = grayscale.
Near Camera AttenuationReduces GI brightness on surfaces close to the camera.
Limit to Volume BoundsRestricts GI to the current volume boundaries. Useful for interiors with windows.
Stencil CheckActivates stencil mask to exclude specific pixels (UI, FPS weapons) from GI.

Debug

ParameterDescription
Show In Edit ModeRenders the effect outside Play mode. Temporal reprojection is unavailable, so results may be noisy.
Show In Scene ViewDisplays GI in the Scene view for preview.
Debug ViewVisualizes internal buffers (depth, normals, GI, etc.) for debugging.
Compare ModeSide-by-side or split-screen comparison with/without GI.
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