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). | 15 |
| 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 Filter | Enables the per-ray temporal filter that runs before the spatial blur. When disabled, the raycast result is forwarded directly to the spatial blur and temporal stability passes. Useful to avoid trailing artifacts at the cost of more noise during motion. | On |
| Temporal Stability | Maximum frames to accumulate in temporal history (1–16). Higher values = more stability but slower convergence. Only available when Temporal Filter is enabled. | 8 |
| Motion Response | How fast the temporal blend reacts to motion. Higher values reduce ghosting but increase noise during movement. | 12 |
| Dark Threshold | Brightness level below which dark-area stabilization activates. Improves temporal stability in shadowed regions. Only available when Temporal Filter is enabled. | 0.1 |
| Dark Stability Multiplier | Multiplier for stability in dark areas. Higher values reduce flicker in shadows but may increase ghosting. Only available when Temporal Filter is enabled. | 1.0 |
Tip: if you observe ghosting in dark areas, try disabling Temporal Filter and increasing Blur Spread to compensate the extra noise.
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). | 1.0 |
| Ambient Strip Pre-Pass | When enabled, ambient light is removed in a dedicated pre-pass before raytracing. More accurate (prevents Unity ambient from contaminating ray sources) but adds one extra full-screen pass. When disabled, the ambient is subtracted inline during the final compose pass (legacy behaviour, lower cost). Visible only when Unity Ambient Intensity is below 1. | Off |
| High Quality Filtering | Runs the spatial blur and Near Field Obscurance passes at full resolution instead of half. Reduces blotchy artifacts, especially when using upscalers like DLSS or FSR. | Off |
| Blur Quality | Stride of the wide-kernel spatial blur. Highest = densest sampling and best quality. High = balanced. Faster = fewer samples, recommended for VR/mobile. | Highest |
| Blur Spread | Multiplier for the spatial blur spread (1–2). Increase to reduce flickering and noise at lower resolutions. A value of 2 at 1080p matches the natural blur spread at 4K. | 1 |
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 |
| Source 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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