Radiant GI (URP) · Troubleshooting & FAQ
Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.
Deferred is strongly recommended. It provides g-buffer data (albedo, specular, normals) that Radiant uses for more accurate and realistic GI. Forward rendering works but may produce slightly washed-out results on dark objects.
Radiant GI is a screen-space effect, so it can only directly use data from visible pixels. However, the Fallback systems (APV/Sky, Reflection Probes, Reflective Shadow Maps, Reuse Rays) provide indirect light from off-screen sources. See the Fallbacks page for details.
Yes. Radiant adds real-time indirect lighting on top of any existing lighting setup. If using Adaptive Probe Volumes (APV), enable the APV/Sky fallback for the best combined result. To avoid double-counting ambient light, lower the Unity Ambient Intensity parameter in the Radiant GI Volume override (General section). The default value of 0.85 keeps 85% of Unity's ambient; reduce it further if the scene appears too bright.
There is no limit to how many you can place in a scene, but only the 32 closest to the camera are active at any given time.
Radiant GI requires compute shader support and is designed for desktop and console GPUs. It may work on high-end mobile devices but is not officially optimized for mobile platforms.
Reduce the Specular Contribution setting in the General section.
Select the Radiant Render Feature and set the render event to "After Rendering Deferred Lights".
This occurs in Forward rendering when terrain Draw Instanced is enabled due to a missing depth/normals pass. Switch to Deferred rendering (recommended) or use the Approximated By Depth normals quality option.
Umbra handles all screen-space shadows and is incompatible with URP's Screen Space Shadows Renderer Feature. Remove the URP Screen Space Shadows Renderer Feature from your URP Renderer.
Radiant GI computes real-time indirect lighting and adds it to the scene. Because this new indirect light stacks on top of Unity's existing ambient contribution (from the skybox or ambient color), the overall scene can appear brighter than expected.
To compensate, lower the Unity Ambient Intensity parameter in the Radiant GI Volume override (under General). The default is 0.85 (keeps 85% of Unity ambient). Reduce it toward 0 until the brightness matches your expectation. At 0, Unity's ambient is fully subtracted and only GI-computed indirect light remains.
You can also reduce the Indirect Light Intensity parameter (under Quality) to scale down the overall GI contribution.
Please visit the Kronnect Support and post your question. The team will get back to you shortly.
Enable Temporal Filter and Reuse Rays in Radiant GI settings. Additionally, ensure the Depth Texture Mode in the URP renderer is set to 'After Opaque'.
The GI contribution will be drawn over transparent objects. The visual results depend on your specific scene. The developer noted that overlay cameras usually don't need such effects and running it on a second camera is expensive, so a camera layer mask will likely be added as a better solution.
The maximum active emitters is capped at 32. The asset will automatically pick the nearest 32 emitters to the camera in the scene. There is no limit on the total number of emitters per scene, only on how many can be active at once based on camera proximity.
Custom shaders may lack required passes like the depth pass that Radiant GI needs. Ensure Radiant runs before the transparent queue by moving problematic shaders to the transparent queue. Alternatively, substitute custom shaders with standard shaders.
Both assets work with forward, forward+, and deferred rendering modes, but results are more realistic in deferred because it provides separated data for albedo, roughness, and normals, allowing the assets to work more accurately. In forward/forward+ modes, only color and normals are available, so in very dark scenes the effect may look worse or less realistic.
You can add a virtual emitter to the VFX object to make it contribute to GI. For spread-out particles like fireflies that need individual contributions, you can use multiple virtual emitters. Alternatively, if virtual emitters don't suit your needs, you can modify the Radiant Render Feature code to change the render event to 'After Transparent' so particles render and contribute to GI at that stage.
Radiant renders after opaques and before transparent objects (similar to SSAO), so it cannot 'paint' GI over sprites, UI, or transparent objects. The rendering order prevents it from affecting these object types.
This issue occurs when Radiant GI renders after transparent objects instead of before them. Ensure the Depth Texture mode is set to 'After Opaque' in the URP asset settings. If the problem persists, update to the latest version of Radiant GI, as recent updates fixed render event ordering issues that were causing transparent objects to render incorrectly.
Ensure the Radiant Render Feature is properly added to your URP asset settings. If using Render Graph, verify the render feature is correctly configured. If issues persist, try enabling Compatibility Mode in the URP settings, as some Unity 6.37 versions have known compatibility issues with Render Graph.
Check your ambient lighting settings. Radiant adjusts ambient lighting intensity automatically during rendering to avoid overexposure. The environmental lighting values may have been changed to black during the update. Verify that your ambient lighting in the scene settings has not been set to pure black, as this can cause shadows to appear darker. If values are black, restore them to appropriate levels.
Both approaches are valid. Reducing ambient lighting directly affects the entire scene globally. Using Radiant's 'Unity Ambient Intensity' parameter reduces it only when the volume is active, making it function like a local volume effect. Choose based on whether you need global or local ambient reduction.
Noise in SceneView is normal. Check the Game View in playmode instead, as that's where the temporal filter smoothing is properly applied. Ensure smoothing, temporal, and reuse rays are all enabled, and verify the effect is set to deferred mode. If noise persists in Game View with optimal settings, try adjusting the temporal response speed parameter.
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