Troubleshooting

intermediate troubleshooting

Radiant GI (URP) · Troubleshooting & FAQ

Troubleshooting

This page covers the most common issues users encounter with Radiant GI for URP and how to resolve them.

GI not visible

SymptomYou enabled Radiant GI settings but see no visual change in the Game view.
CauseThe Radiant Render Feature is missing from the active URP Renderer, or the Volume override is not active.
Solution
  1. Confirm the Radiant Render Feature is added to your URP Renderer Data asset.
  2. Check that a Volume with the Radiant Global Illumination override exists in the scene and its mode is set to Global (or the camera is inside a Local volume).
  3. Verify that each parameter has its checkbox ticked (override enabled).
  4. Make sure the camera's Volume Layer Mask includes the Volume's layer.
  5. Check that the rendering path in the Renderer Feature matches your URP Renderer (e.g., Deferred in both).

Scene goes dark after enabling Radiant GI

SymptomThe whole scene becomes noticeably darker when Radiant GI is activated, as if direct lights were turned off.
CauseRadiant GI automatically reduces Unity's built-in ambient lighting to avoid double-counting with GI-computed indirect light. If your scene relies heavily on ambient light, this subtraction can make the scene appear much darker.
Solution
  1. In the Radiant GI Volume override, increase Unity Ambient Intensity towards 1.0 (default is 0.85). A value of 1.0 keeps all Unity ambient light unchanged.
  2. Increase Indirect Light Intensity to compensate — the GI-computed bounce light replaces ambient, so stronger GI fills the gap.
  3. Check Minimum Ambient in the Fallbacks section and set it to a non-black color to guarantee a baseline illumination level.
  4. Verify your scene's Environment Lighting (Lighting window > Environment) has not been set to black — if so, restore it to appropriate values.

Dark objects look washed out or whitish

SymptomVery dark objects appear whitish or brighter than expected with GI enabled.
CauseIn Forward rendering, albedo data is not available from g-buffers, so indirect light is applied more uniformly.
Solution
  1. Switch to Deferred rendering — this provides accurate albedo/specular data and produces the most realistic results.
  2. If you must use Forward, adjust the Luma Influence setting to boost dark pixel colors.

GI flickering or instability

SymptomIndirect lighting flickers or changes noticeably when the camera moves.
CauseScreen-space GI inherently changes when bright objects enter or leave the camera frustum.
Solution
  1. Increase Temporal Stability to accumulate more frames.
  2. Enable one or more Fallbacks (APV/Sky, Reuse Rays, Reflection Probes) to fill gaps from off-screen objects.
  3. Reduce Indirect Light Intensity — subtle GI is less visually distracting when it changes.
  4. Use multiple Local Volumes to apply different GI settings per area.

Objects visible through terrain

SymptomGeometry appears to show through the terrain when Radiant GI is active.
CauseIn Forward rendering with terrain Draw Instanced enabled, the terrain shader lacks a depth/normals pass.
Solution
  1. Switch the camera to Deferred rendering (recommended).
  2. Or set Normals Quality to Approximated By Depth in the Radiant settings.

Lighting too bright on toon characters

SymptomToon-shaded characters receive too much specular lighting from GI.
CauseSpecular indirect contribution is too high for stylized rendering.
SolutionReduce the Specular Contribution setting in the Artistic Controls section, or disable specular indirect entirely.

Artifacts with Complex Lit shader in Deferred

SymptomVisual artifacts appear when using URP's Complex Lit shader in deferred mode.
CauseRender event timing conflict with the Complex Lit shader's deferred pass.
SolutionSelect the Radiant Render Feature, set rendering path to Deferred, and change the render event to "After Rendering Deferred Lights".

Umbra shadows not rendering correctly with Screen Space Shadows

SymptomShadow artifacts when both Radiant's Umbra and URP Screen Space Shadows are active.
CauseUmbra handles all screen-space shadows and is incompatible with URP's built-in Screen Space Shadows Renderer Feature.
SolutionRemove the URP Screen Space Shadows Renderer Feature from your URP Renderer. Umbra will handle shadows instead.

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