Introduction
beginner start hereRadiant 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.
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
| Requirement | Minimum |
|---|---|
| Unity version | 2022.3 LTS or newer |
| Render pipeline | Universal Render Pipeline (URP) |
| Rendering path | Forward, Forward+, Deferred, or Deferred+ (deferred recommended) |
| Platforms | PC, Mac, Linux, consoles (requires compute shader support) |
| Graphics APIs | Direct3D 11/12, Vulkan, Metal |
Next Steps
Ready to get started? Follow the recommended path:
- Quick Start — see your first GI result in under 5 minutes.
- Setup Guide — learn about the Renderer Feature, rendering paths, and volume configuration.
- Parameters Reference — full list of every setting organized by category.
- FAQ — common questions answered.
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