Fallbacks

intermediate concepts

Radiant 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.

Important: When adding light from fallbacks, reduce Unity's Ambient Lighting value in the Environment settings to avoid double-counting ambient contribution. Ambient lighting should be replaced by screen-space GI + fallbacks, not added on top.

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.

AspectDetails
Performance costMedium
Best forScenes with baked APV data or when sky ambient is desired
NoteIf 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.

AspectDetails
Performance costVery fast
Best forAll scenes — virtually free improvement
NoteKeep 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.

AspectDetails
Performance costFast
Best forScenes that already use reflection probes
TipPlace 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.

AspectDetails
Performance costExpensive when updating, medium when idle
SetupAdd the Radiant Shadow Map script to the main directional light
Update frequencyOnly 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:

FallbackPriorityCost
Reflection Probes (if available)1 (highest)Fast
Reflective Shadow Maps (if updated)2Medium–Expensive
APV / Sky3Medium
Reuse Rays4 (lowest)Very fast
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