Virtual Emitters
intermediate tasksRadiant GI (URP) · Common Tasks
Virtual Emitters
Virtual Emitters are invisible GI light sources that can be placed anywhere in the scene. They inject indirect lighting into the GI computation, making it possible to simulate off-screen or hidden light sources that would otherwise be missed by the screen-space ray tracing.
Adding a Virtual Emitter
There are two ways to add a virtual emitter to your scene:
- Menu: Go to GameObject > Create Other > Radiant GI > Virtual Emitter.
- Script: Add the
RadiantVirtualEmittercomponent to any GameObject or character.
GI Color
| Property | Description |
|---|---|
| Color | HDR emission color of the virtual emitter. |
| Add Material Emission | Adds the emission color of a material to the GI color, so the emitter follows the material's emissive intensity. |
| Target Renderer | Renderer to read the emission color from. Defaults to a renderer found on this GameObject. |
| Material | Optional explicit material to read the emission from. Useful when the renderer uses several materials. |
| Material Index | Index of the material in the renderer when no explicit material is assigned. |
| Emission Property Name | Shader property to sample for the emission color (default _EmissionColor). |
| Intensity | Emission intensity multiplier applied on top of the GI color. |
Shape
Each emitter can be a Point or a Box. Box emitters fill a volume with light, while Point emitters emit from a single position. Box emitters honor the GameObject's transform rotation, so you can tilt or align the box with walls and ceilings.
| Property | Description |
|---|---|
| Shape | Point emits from the GameObject position. Box emits from a rotated box centered on the GameObject. Use Box for ceiling lights, fluorescent strips, neon signs, or window light shafts. |
| Shape Size | World-space size of the box (only used when Shape is Box). The box rotates with the transform. |
| Range | Falloff distance from the emitter. For Point emitters, distance from the position. For Box emitters, distance from the closest point on the box surface, producing a volumetric falloff around the shape. |
Area of Influence
The area of influence is a separate AABB used to clip indirect light, preventing it from leaking through walls or into adjacent rooms. It is independent of the emission Shape.
| Property | Description |
|---|---|
| Box Center / Box Size | Defines the AABB that clips the emitter contribution. |
| Bounds In Local Space | When enabled, Box Center is interpreted relative to the GameObject's position so the volume follows the emitter as it moves. |
| Fade Distance | Soft fade applied near the area-of-influence edges. 0 = hard cutoff. |
Rendering Layers
Each emitter exposes a Rendering Layer Mask that restricts which surfaces receive its light. This is useful for isolating lighting on characters, props, or specific rooms.
Limits
There is no limit to the number of virtual emitters in a scene, but only the 32 closest emitters to the camera will be active at any given time.
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