Parameters
intermediate conceptsRadiant 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
| Parameter | Description | Default |
|---|---|---|
| Indirect Light Intensity | Global intensity of the indirect lighting contribution. Keep values between 0.3 and 2 for realistic results. | 1 |
| Distance Attenuation | Controls how light intensity falls off with distance. 0 = no attenuation; 1 = inverse-square falloff. | 0.5 |
| One Extra Bounce | Reuses indirect lighting from the previous frame to simulate an additional light bounce. Low performance cost. | Off |
| Max Source Brightness | Clamps brightness of reflecting surfaces. Lower values (e.g., 0.2) reduce noise from emissive hotspots — compensate by increasing Indirect Intensity. | 1 |
| Normal Map Influence | Enhances GI response on surfaces with normal maps for added detail. | 0.5 |
| Luma Influence | Forward rendering only. Adds pixel brightness variation to GI. Set to 0 to disable. | 0 |
| Near Field Obscurance | Darkens surfaces based on occlusion, producing an SSAO-like effect integrated into the GI pass at no extra cost. | 0 |
| Virtual Emitters | Enables off-screen virtual light sources. See the Virtual Emitters page. | Off |
Quality
| Parameter | Description | Default |
|---|---|---|
| Ray Count | Rays per pixel (1–4). Each additional ray adds significant GPU cost. 1 is sufficient for most scenes. | 1 |
| Max Distance | Maximum ray travel distance in world units. Keep as low as possible for accuracy (e.g., room size). | 8 |
| Max Samples | Maximum steps along each ray march. Values of 24–32 give best results. | 24 |
| Jittering | Randomizes ray step size to reduce banding. Useful with low sample counts. | 0.5 |
| Thickness | Depth tolerance for surface hits. Values of 0.3–1 work best. | 0.5 |
| Binary Search | Refines hit positions for higher accuracy. Adds a small amount of GPU overhead. | On |
| Smoothing | Number of extra blur passes for denoising. | 3 |
| Temporal Filter | Blends current frame with history buffer using motion vectors to reduce flicker. Only active in Play mode. | On |
Fallbacks
| Parameter | Description |
|---|---|
| Reuse Rays | Reuses 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 Probes | Samples nearby reflection probe cubemaps when rays miss. Uses the 2 nearest probes to the camera. |
| Reflective Shadow Map | Renders the scene from the directional light to capture off-screen GI data. Expensive when updating; see the Fallbacks page for details. |
Performance
| Parameter | Description |
|---|---|
| Raytracer Accuracy | Downscales the input depth buffer for better GPU cache efficiency. Lower values = faster but less precise. |
| Downsampling | Downscales the input image for all render passes. 1 = full resolution. 2 = half. Improves performance at the cost of quality. |
Artistic Controls
| Parameter | Description |
|---|---|
| Brightness Threshold | Minimum pixel brightness to be considered an indirect light source. 0 = all pixels contribute. |
| Maximum Brightness | Clamps the maximum brightness of the GI output to prevent overexposure. |
| Specular Contribution | Controls how much GI is applied to metallic/shiny surfaces. |
| Source Brightness | Brightness multiplier for the original image. |
| GI Weight | Blends final GI contribution against the source color. |
| Saturation | Color saturation of the computed GI. 0 = grayscale. |
| Near Camera Attenuation | Reduces GI brightness on surfaces close to the camera. |
| Limit to Volume Bounds | Restricts GI to the current volume boundaries. Useful for interiors with windows. |
| Stencil Check | Activates stencil mask to exclude specific pixels (UI, FPS weapons) from GI. |
Debug
| Parameter | Description |
|---|---|
| Show In Edit Mode | Renders the effect outside Play mode. Temporal reprojection is unavailable, so results may be noisy. |
| Show In Scene View | Displays GI in the Scene view for preview. |
| Debug View | Visualizes internal buffers (depth, normals, GI, etc.) for debugging. |
| Compare Mode | Side-by-side or split-screen comparison with/without GI. |
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