Parameters
intermediate conceptsRadiant GI (URP) · Core Concepts
General Settings
| Parameter | Description | Default |
|---|---|---|
| Indirect Light Intensity | Global intensity multiplier for the GI effect. Indirect lighting should complement direct lighting — values of 0.3–2.0 work best for most scenes. | 1.0 |
| Distance Attenuation | Controls how fast indirect light fades with distance. 0 = no falloff, 1 = physically-based inverse-square falloff. | 0.5 |
| One Extra Bounce | Reuses indirect lighting from the previous frame as a second bounce. Adds richer light propagation at minimal cost. | Off |
| Source Brightness Multiplier | Adjusts brightness of the original image used as indirect light source. Reduce to make GI more visible relative to direct lighting. | 1.0 |
| Max Source Brightness | Clamps 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 Influence | Enhances lighting response on surfaces with normal maps for more detailed indirect lighting. | 1.0 |
| Near Field Obscurance | Darkens 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 Emitters | Enables virtual emitter support. See the Virtual Emitters page for details. | Off |
| Organic Light | Injects 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.
| Parameter | Description | Default |
|---|---|---|
| Ambient (APV/Sky) | Adds ambient contribution from Adaptive Probe Volumes (if present) or sky lighting. Set to 0 to disable completely. | 0.0 |
| Reflection Probes | Uses 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 Map | Renders 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 Rays | Recycles successful rays from previous frames when current rays miss. Ultra-cheap fallback. Keep values moderate to avoid burning the image. | 0.0 |
| Minimum Ambient | Sets a minimum indirect light color to prevent completely black environments. | Black |
Raymarch Settings
| Parameter | Description | Default |
|---|---|---|
| Ray Count | Rays computed per pixel (1–4). Each additional ray significantly increases GPU cost. 1 is sufficient for most scenes. | 1 |
| Max Distance | Maximum distance rays can travel. Keep as low as possible for accuracy (e.g., just enough to cover the room). | 8.0 |
| Max Samples | Maximum number of samples along each ray-march loop. Values of 24–32 give the best quality/performance balance. | 24 |
| Jittering | Adds randomization to ray-march step size to reduce banding. Values of 0.1–0.3 work well. | 0.1 |
| Thickness | Depth tolerance for determining ray hits. Values of 0.1–0.3 are recommended. | 0.2 |
| Transparent Support | Enables light bouncing on transparent surfaces. Transparent shaders can sample the _RadiantGITexture global texture, or use the RadiantTransparentSupport script on transparent objects. | Off |
Temporal Filter
| Parameter | Description | Default |
|---|---|---|
| Temporal Stability | Maximum frames to accumulate in temporal history. Higher values = more stability but slower convergence. | 8 |
| Response Speed | How fast the filter reacts to scene changes. Higher values reduce ghosting but decrease smoothing during disocclusion. | 12 |
| Dark Threshold | Brightness level below which dark-area stabilization activates. Improves temporal stability in shadowed regions. | 0.1 |
| Dark Stability Multiplier | Multiplier for stability in dark areas. Higher values reduce flicker in shadows but may increase ghosting. | 1.0 |
Performance
| Parameter | Description | Default |
|---|---|---|
| Raymarch Accuracy | Downscales the input depth buffer to improve GPU cache efficiency. Lower values = faster but less precise. | 8 |
| Downsampling | Downscales 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 Intensity | Controls 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
| Parameter | Description | Default |
|---|---|---|
| AO Influence | When native SSAO or HBAO (LitAO mode) is active, controls how much ambient occlusion modulates the GI result. URP only. | 1.0 |
| Occlusion Intensity | Intensity of occlusion maps used to attenuate GI on specific surfaces. | 1.0 |
| Brightness Threshold | Minimum brightness for a pixel to be considered an indirect light source. Increase to limit GI to only bright surfaces. | 0.0 |
| GI Maximum Brightness | Clamps the maximum brightness of the resulting GI contribution to prevent over-bright pixels. | 1.0 |
| GI Weight | Increases final GI contribution relative to the source pixel color. Higher values make applied GI more apparent. | 0.0 |
| GI Saturation | Color saturation of the computed GI. 0 = grayscale GI. | 1.0 |
| Near Camera Attenuation | Attenuates GI from surfaces very close to the camera. | 0.0 |
| Limit to Volume Bounds | Restricts GI to the boundaries of the current volume. Useful for interior rooms with windows where you do not want GI computed outside. | Off |
| Stencil Check | Enables stencil masking to exclude specific objects (UI, FPS weapons) from receiving GI. | Off |
Debug
| Parameter | Description | Default |
|---|---|---|
| Show In Edit Mode | Renders GI outside of Play Mode. Note: temporal reprojection is only active in Play Mode, so the result may appear noisy. | Off |
| Show In Scene View | Displays Radiant GI in the Scene view. | Off |
| Debug View | Visualize intermediate buffers (GI map, normals, depth, rays) for troubleshooting. | None |
| Compare Mode | Split-screen or side-by-side view to compare the scene with and without GI. | Off |
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