Troubleshooting
intermediate troubleshootingRadiant GI (Built-in) · Troubleshooting & FAQ
Solutions to common issues when using Radiant GI with the Built-in Rendering Pipeline.
No GI Visible
| Cause | Fix |
| Camera missing the component | Ensure Radiant Global Illumination script is added to the active camera. |
| Volume not configured | Select the Radiant Volume and verify a profile is assigned. Create or load one if empty. |
| Intensity too low | Increase Indirect Light Intensity to 1.0 or higher. |
| Local volume out of range | If using Local mode, ensure the camera is inside the volume bounds. |
| Edit mode preview off | Enable Show In Edit Mode in the Debug section to see GI outside Play mode. |
Dark Objects Look Whitish (Forward Rendering)
In Forward rendering, the g-buffer does not provide albedo data. Dark surfaces receive the same indirect light as bright ones, making them appear washed out.
- Best fix: switch to Deferred rendering path
- Alternative: increase Luma Influence to use pixel brightness as a weighting factor
Flickering or Noise
- Enable Temporal Filter (only active in Play mode)
- Increase Smoothing to 3 or 4
- Increase Max Samples (24–32)
- Enable Binary Search for more accurate hits
- Increase Jittering slightly (0.5–1.0) to break up banding patterns
Ghosting or Smearing on Moving Objects
- Reduce Reuse Rays intensity or disable it (set to 0)
- Increase Temporal Response Speed for faster adaptation
- Increase Depth Rejection to discard stale temporal data
GI Fluctuates When Camera Rotates
This is inherent to screen-space techniques — objects leaving or entering the frustum change the available light data.
- Enable fallbacks (Reuse Rays, reflection probes, or RSM) to stabilize off-screen contributions
- Reduce Indirect Light Intensity to make fluctuations less noticeable
- Use multiple Local volumes with tuned settings per area
Light Leaking Through Walls
- For Virtual Emitters: set Box Center and Box Size to constrain the emitter to the intended room
- For general GI: enable Limit to Volume Bounds in Artistic Controls to restrict GI to the volume area
- Increase Thickness to prevent rays from passing through thin geometry
Performance Too Low
See the Performance Tips page for detailed tuning guidance. Quick wins:
- Increase Downsampling to 2
- Reduce Raytracer Accuracy
- Keep Ray Count at 1
- Reduce Max Samples and increase Jittering
- Disable Reflective Shadow Maps if enabled
Stencil Conflicts
If certain objects (UI overlays, FPS weapons) incorrectly receive GI:
- Enable Stencil Check in Artistic Controls
- Configure the stencil mask value to match the objects you want to exclude
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