Troubleshooting
intermediate troubleshootingRadiant 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
| Symptom | You enabled Radiant GI settings but see no visual change in the Game view. |
|---|---|
| Cause | The Radiant Render Feature is missing from the active URP Renderer, or the Volume override is not active. |
| Solution |
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Scene goes dark after enabling Radiant GI
| Symptom | The whole scene becomes noticeably darker when Radiant GI is activated, as if direct lights were turned off. |
|---|---|
| Cause | Radiant 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 |
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Dark objects look washed out or whitish
| Symptom | Very dark objects appear whitish or brighter than expected with GI enabled. |
|---|---|
| Cause | In Forward rendering, albedo data is not available from g-buffers, so indirect light is applied more uniformly. |
| Solution |
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GI flickering or instability
| Symptom | Indirect lighting flickers or changes noticeably when the camera moves. |
|---|---|
| Cause | Screen-space GI inherently changes when bright objects enter or leave the camera frustum. |
| Solution |
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Objects visible through terrain
| Symptom | Geometry appears to show through the terrain when Radiant GI is active. |
|---|---|
| Cause | In Forward rendering with terrain Draw Instanced enabled, the terrain shader lacks a depth/normals pass. |
| Solution |
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Lighting too bright on toon characters
| Symptom | Toon-shaded characters receive too much specular lighting from GI. |
|---|---|
| Cause | Specular indirect contribution is too high for stylized rendering. |
| Solution | Reduce the Specular Contribution setting in the Artistic Controls section, or disable specular indirect entirely. |
Artifacts with Complex Lit shader in Deferred
| Symptom | Visual artifacts appear when using URP's Complex Lit shader in deferred mode. |
|---|---|
| Cause | Render event timing conflict with the Complex Lit shader's deferred pass. |
| Solution | Select 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
| Symptom | Shadow artifacts when both Radiant's Umbra and URP Screen Space Shadows are active. |
|---|---|
| Cause | Umbra handles all screen-space shadows and is incompatible with URP's built-in Screen Space Shadows Renderer Feature. |
| Solution | Remove the URP Screen Space Shadows Renderer Feature from your URP Renderer. Umbra will handle shadows instead. |
Still stuck?
If your issue is not covered here, please visit the Kronnect Support and post your question. The team will get back to you shortly.
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