Fallbacks
intermediate conceptsRadiant GI (URP) · Core Concepts
Understanding Fallbacks
Radiant GI is a screen-space effect — it can only use lighting information from objects visible on screen. To complement this with off-screen data, Radiant provides several fallback systems that supply indirect light when screen-space rays miss their targets.
You can enable any combination of fallbacks. The system automatically selects the best available data source for each pixel.
APV / Sky
Adaptive Probe Volumes store baked GI diffuse data throughout your scene. If your scene uses APV, enable this fallback to blend that baked data with the real-time screen-space GI. If APV is not present, this fallback adds sky/ambient contribution instead.
| Aspect | Details |
|---|---|
| Performance cost | Medium |
| Best for | Scenes with baked APV data or when sky ambient is desired |
| Note | If APV is available, prefer this over Reflection Probes |
Reuse Rays
When a ray misses in the current frame, this fallback checks whether a ray from the same screen position succeeded in a previous frame and reuses its result. This produces smoother GI composition at almost zero cost.
| Aspect | Details |
|---|---|
| Performance cost | Very fast |
| Best for | All scenes — virtually free improvement |
| Note | Keep values moderate to avoid over-brightening the image |
Reflection Probes
Uses cubemaps from nearby reflection probes when rays miss in screen space. Radiant automatically selects the 2 nearest probes to the camera. In Forward+/Deferred+ with probe atlas enabled in the URP asset, Radiant uses the probe atlas automatically.
| Aspect | Details |
|---|---|
| Performance cost | Fast |
| Best for | Scenes that already use reflection probes |
| Tip | Place reflection probes in the center of rooms with bake mode set to Awake for a good balance of quality and cost. A real-time probe parented to the camera provides the most accurate result but is expensive. |
Radiant uses each probe's Importance, Intensity, Blending Distance, and Box Size properties to weight the cubemap sampling.
Reflective Shadow Maps
Renders the scene from the directional light's point of view, capturing flux (emitted light), normals, and world positions in addition to the usual depth map. This data is used to compute light bounces that can reach surfaces outside the camera frustum.
| Aspect | Details |
|---|---|
| Performance cost | Expensive when updating, medium when idle |
| Setup | Add the Radiant Shadow Map script to the main directional light |
| Update frequency | Only re-renders when the directional light rotates or the camera moves more than 5 meters |
Selection Priority & Performance
When multiple fallbacks are enabled, the system picks the best available source per pixel:
| Fallback | Priority | Cost |
|---|---|---|
| Reflection Probes (if available) | 1 (highest) | Fast |
| Reflective Shadow Maps (if updated) | 2 | Medium–Expensive |
| APV / Sky | 3 | Medium |
| Reuse Rays | 4 (lowest) | Very fast |
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