Parameters

intermediate concepts

Radiant GI (URP) · Core Concepts

General Settings

ParameterDescriptionDefault
Indirect Light IntensityGlobal intensity multiplier for the GI effect. Indirect lighting should complement direct lighting — values of 0.32.0 work best for most scenes.1.0
Distance AttenuationControls how fast indirect light fades with distance. 0 = no falloff, 1 = physically-based inverse-square falloff.0.5
One Extra BounceReuses indirect lighting from the previous frame as a second bounce. Adds richer light propagation at minimal cost.Off
Source Brightness MultiplierAdjusts brightness of the original image used as indirect light source. Reduce to make GI more visible relative to direct lighting.1.0
Max Source BrightnessClamps the brightness of reflecting surfaces. Lowering this reduces noise from very bright emissive spots (e.g., set to 0.2 and increase Indirect Intensity for a more uniform result).1.0
Normal Map InfluenceEnhances lighting response on surfaces with normal maps for more detailed indirect lighting.1.0
Near Field ObscuranceDarkens nearby surfaces based on occlusion — similar to SSAO but integrated into the GI pass at no extra cost. Wide-radius subtle shadows consistent with indirect illumination.0.0
Virtual EmittersEnables virtual emitter support. See the Virtual Emitters page for details.Off
Organic LightInjects procedural lighting into g-buffers as an additional indirect light source, producing more natural environment illumination. URP deferred only.Off

Fallbacks

Radiant GI is a screen-space effect. Fallbacks provide indirect light data from off-screen sources. You can enable any combination of fallbacks — the system prioritizes automatically.

ParameterDescriptionDefault
Ambient (APV/Sky)Adds ambient contribution from Adaptive Probe Volumes (if present) or sky lighting. Set to 0 to disable completely.0.0
Reflection ProbesUses nearby reflection probe cubemaps when rays miss in screen space. In Forward/Deferred, uses the 2 nearest probes. In Forward+/Deferred+ with probe atlas, uses the atlas automatically.Off
Reflective Shadow MapRenders the scene from the directional light's point of view for accurate off-screen GI. Requires the Radiant Shadow Map script on the main directional light. Updated only when the light rotates or camera moves significantly.Off
Reuse RaysRecycles successful rays from previous frames when current rays miss. Ultra-cheap fallback. Keep values moderate to avoid burning the image.0.0
Minimum AmbientSets a minimum indirect light color to prevent completely black environments.Black

Raymarch Settings

ParameterDescriptionDefault
Ray CountRays computed per pixel (14). Each additional ray significantly increases GPU cost. 1 is sufficient for most scenes.1
Max DistanceMaximum distance rays can travel. Keep as low as possible for accuracy (e.g., just enough to cover the room).8.0
Max SamplesMaximum number of samples along each ray-march loop. Values of 2432 give the best quality/performance balance.24
JitteringAdds randomization to ray-march step size to reduce banding. Values of 0.10.3 work well.0.1
ThicknessDepth tolerance for determining ray hits. Values of 0.10.3 are recommended.0.2
Transparent SupportEnables light bouncing on transparent surfaces. Transparent shaders can sample the _RadiantGITexture global texture, or use the RadiantTransparentSupport script on transparent objects.Off

Temporal Filter

ParameterDescriptionDefault
Temporal StabilityMaximum frames to accumulate in temporal history. Higher values = more stability but slower convergence.8
Response SpeedHow fast the filter reacts to scene changes. Higher values reduce ghosting but decrease smoothing during disocclusion.12
Dark ThresholdBrightness level below which dark-area stabilization activates. Improves temporal stability in shadowed regions.0.1
Dark Stability MultiplierMultiplier for stability in dark areas. Higher values reduce flicker in shadows but may increase ghosting.1.0

Performance

ParameterDescriptionDefault
Raymarch AccuracyDownscales the input depth buffer to improve GPU cache efficiency. Lower values = faster but less precise.8
DownsamplingDownscales the input image for all render passes. 1 = full resolution, 2 = half, etc. Higher values improve performance at the cost of quality.1
Unity Ambient IntensityControls how much of Unity's built-in ambient light is kept when Radiant GI is active. Lower values subtract more ambient light per-pixel to avoid double-counting with GI-computed indirect light. 0 = full subtraction (disable Unity ambient entirely), 1 = no subtraction (keep all Unity ambient).0.85

Artistic Controls

ParameterDescriptionDefault
AO InfluenceWhen native SSAO or HBAO (LitAO mode) is active, controls how much ambient occlusion modulates the GI result. URP only.1.0
Occlusion IntensityIntensity of occlusion maps used to attenuate GI on specific surfaces.1.0
Brightness ThresholdMinimum brightness for a pixel to be considered an indirect light source. Increase to limit GI to only bright surfaces.0.0
GI Maximum BrightnessClamps the maximum brightness of the resulting GI contribution to prevent over-bright pixels.1.0
GI WeightIncreases final GI contribution relative to the source pixel color. Higher values make applied GI more apparent.0.0
GI SaturationColor saturation of the computed GI. 0 = grayscale GI.1.0
Near Camera AttenuationAttenuates GI from surfaces very close to the camera.0.0
Limit to Volume BoundsRestricts GI to the boundaries of the current volume. Useful for interior rooms with windows where you do not want GI computed outside.Off
Stencil CheckEnables stencil masking to exclude specific objects (UI, FPS weapons) from receiving GI.Off

Debug

ParameterDescriptionDefault
Show In Edit ModeRenders GI outside of Play Mode. Note: temporal reprojection is only active in Play Mode, so the result may appear noisy.Off
Show In Scene ViewDisplays Radiant GI in the Scene view.Off
Debug ViewVisualize intermediate buffers (GI map, normals, depth, rays) for troubleshooting.None
Compare ModeSplit-screen or side-by-side view to compare the scene with and without GI.Off
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