Quick Start

beginner quick start

Radiant GI (URP) · Quick Start

Quick Start — First GI result in 5 minutes

Follow these steps to add real-time global illumination to your URP project. No scripting required.

Step 1 — Import the package

Open Window > Package Manager, locate Radiant GI in My Assets and click Import. If you downloaded the .unitypackage manually, double-click it and import all files.

Step 2 — Add the Renderer Feature

Select your URP Renderer Data asset (usually found in Settings/). In the Inspector, click Add Renderer Feature > Radiant Render Feature.

Tip: URP assets can be assigned in both Project Settings > Graphics and Project Settings > Quality. Make sure you add the Renderer Feature to all active URP Renderer assets.

Step 3 — Choose your rendering path

In the Radiant Render Feature inspector, select the rendering path:

  • Forward — works with URP forward rendering.
  • Deferred — recommended for the most realistic results. Make sure the URP renderer is also configured for deferred rendering.
  • Both — handles cameras in either mode automatically.

Step 4 — Create a Volume with Radiant GI

In your scene hierarchy, right-click and choose Volume > Global Volume (or use an existing Volume). In the Volume component, click Add Override > Radiant Global Illumination.

Step 5 — Enable and tweak basic settings

In the Radiant Global Illumination override, enable and adjust these beginner-friendly settings:

  • Indirect Light Intensity — set to 1.0 for a natural look. Good values range from 0.3 to 2.0.
  • Ray Count — leave at 1 for best performance. Increase to 24 only on high-end GPUs.
  • Temporal Stability — enable for smooth, stable results.

Step 6 — Verify in Game view

Enter Play Mode and observe the indirect lighting. Use Compare Mode in the Debug section to toggle before/after. You can also enable Show In Edit Mode for preview without playing.

Try the demo scenes: The package includes demo scenes in the RadiantGI/Demos folder. The CornellBox scene is great for understanding the effect (a white emissive ceiling illuminates the room via GI), and the Atrium scene demonstrates a complex real-world scenario with moving emissive objects.

Next steps

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