Introduction

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Radiant GI (URP) · Start Here

What is Radiant GI?

Radiant Global Illumination is a real-time, screen-space global illumination asset for Unity's Universal Render Pipeline (URP). It computes indirect diffuse lighting entirely on the GPU with zero pre-computation, making it ideal for dynamic scenes, procedural content, and any surface or light source.

Unlike baked GI solutions, Radiant works instantly with moving objects, changing lights, and runtime-generated geometry. It integrates as a standard URP Renderer Feature and Volume override, so it fits seamlessly into any existing URP project.

Award-winning publisher — Kronnect was nominated for Publisher of the Year at the Unity Awards 2023. Radiant GI is one of its flagship lighting products.

Key Features

Global Illumination

  • Screen-Space GI — real-time indirect diffuse lighting computed per frame with no baking required.
  • Forward & Deferred — works with both URP rendering paths; deferred produces the most realistic results.
  • Multi-Bounce — optional extra bounce pass reuses previous-frame data for richer light propagation at minimal cost.
  • Near Field Obscurance — integrated ambient occlusion consistent with the indirect lighting, similar to SSAO but at no extra pass cost.
  • Specular Indirect — optional specular reflections driven by the GI data.

Fallback Systems

  • APV / Sky — leverages Adaptive Probe Volumes or sky ambient for off-screen contribution.
  • Reflection Probes — samples nearby reflection probe cubemaps when rays miss in screen space.
  • Reflective Shadow Maps — renders the scene from the directional light's point of view for accurate off-screen GI.
  • Reuse Rays — ultra-cheap fallback that recycles successful rays from previous frames.

Special Features

  • Virtual Emitters — place invisible GI light sources anywhere in the scene to simulate off-screen or hidden emitters.
  • Organic Light — injects procedural lighting into g-buffers for more natural environment illumination (deferred only).
  • Transparent Support — enables light bouncing on transparent surfaces via a global texture or per-object script.
  • Stencil Masking — exclude specific objects (UI, FPS weapons) from GI via stencil buffer.
  • Volume-Based Control — restrict GI to specific areas using local post-processing volumes.

Debug & Comparison Tools

  • Debug Views — inspect intermediate GI buffers, normals, depth, and ray data.
  • Compare Mode — split-screen or side-by-side before/after comparison.
  • Scene View Preview — visualize GI results directly in the editor without entering Play Mode.

Requirements

RequirementMinimum
Unity version2022.3 LTS or newer
Render pipelineUniversal Render Pipeline (URP)
Rendering pathForward, Forward+, Deferred, or Deferred+ (deferred recommended)
PlatformsPC, Mac, Linux, consoles (requires compute shader support)
Graphics APIsDirect3D 11/12, Vulkan, Metal
Built-in RP? — This documentation covers the URP version. A separate package exists for the Built-in Render Pipeline.

Next Steps

Ready to get started? Follow the recommended path:

  1. Quick Start — see your first GI result in under 5 minutes.
  2. Setup Guide — learn about the Renderer Feature, rendering paths, and volume configuration.
  3. Parameters Reference — full list of every setting organized by category.
  4. FAQ — common questions answered.
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