************************************** * RADIANT GLOBAL ILLUMINATION * * Created by Kronnect * * README FILE * ************************************** Notice about Universal Rendering Pipeline ----------------------------------------- This package is designed for URP. It requires Unity 2022.3 or later Video instructions: https://youtu.be/sjcUA_nx5s4 To install the plugin correctly: 1) Make sure you have Universal Rendering Pipeline asset installed (from Package Manager). 2) Go to Project Settings / Graphics. 3) Double click the Universal Rendering Pipeline asset. 4) Double click the Universal Renderer asset. 5) Click "+" to add the Radiant Renderer Feature to the list of the Renderer Features. 6) If you're using forward rendering path, select the checkbox "Forward Rendering" in the Radiant Render Feature. Note: URP assets can be assigned to Settings / Graphics and also Settings / Quality. Check both sections! Make sure the Radiant Renderer Feature is listed in the Renderer Features of the Forward Renderer in the pipeline asset. Quick help: what's this and how to use this asset? -------------------------------------------------- Radiant Global Illumination brings realtime screen space global illumination to URP. It's a fast way to provide more natural look to the scenes. Global Illumination means that each pixel acts as a tiny light so it bounces on the pixel surface and illuminate other surfaces. Follow the instructions above to configure the effect in your project. Help & Support Forum -------------------- Check the Documentation folder for detailed instructions. Have any question or issue? * Support-Web: https://kronnect.com/docs/radiant-gi-urp/ * Support-Discord: https://discord.gg/EH2GMaM * Email: contact@kronnect.com * Twitter: @Kronnect If you like Radiant GI, please rate it on the Asset Store. It encourages us to keep improving it! Thanks! Future updates -------------- All our assets follow an incremental development process by which a few beta releases are published on our support forum (kronnect.com). We encourage you to signup and engage our forum. The forum is the primary support and feature discussions medium. Of course, all updates of Radiant GI will be eventually available on the Asset Store. More Cool Assets! ----------------- Check out our other assets here: https://assetstore.unity.com/publishers/15018 Version history --------------- Version 31.3.1 - [Fix] Fixed ghosting/smearing caused by render pass double execution in certain Unity Editor layouts Version 31.2 - Added Blur Spread option Version 31.0 - Added support for Unity 6.4 Version 30.0 - Added support for Adaptative Probe Volumes - Reflection Probes no longer need a Reflection Probe script attached - Improved ray convergence and stability, with additional options for dark areas - New fallback: default ambient (useful to inject default lighting without using Unity environment ligthting) - Transparency support option (under Raymarch settings) - Occlusion maps support Version 21.0 - Added support for material occlusion maps in deferred (use AO Influence slider) - [Fix] Fixes related to the New Input System in demo scenes Version 20.4 - [Fix] Fixes for Radiant Shadow Map in Unity 6 Version 20.3 - Improved effect on specular surfaces - Added Unity Ambient Intensity slider to Artistic Choices section (URP only) Version 20.2.2 - [Fix] Fixes and optimizations for URP Render Graph Version 20.2.1 - [Fix] Fixed a shadow potential artifact in forward rendering path Version 20.2 - Virtual emitters: easily change radius in SceneView through a Sphere handle - Virtual emitters: added fade distance option Version 20.1.2 - [Fix] Fixed rendering sorting issue with Volumetric Fog & Mist asset Version 20.1.1 - [Fix] Fixed NFO artifacts at far distances Version 20.1 - Added "Ignore Overlay Cameras" and "Cameras Layer Mask" options to Radiant Render Feature Version 20.0.2 - [Fix] Fixed an issue on Uniy 2022 or later when Post Processing is enabled on camera with temporal reprojection Version 20.0.1 - Added inspector warning if Depth Texture Mode is set to After Transparents (should be After Opaques or Depth PrePass) Version 20.0 - Added support for Render Graph (Unity 2023.3) Version 8.2.1 - [Fix] Fixes an issue that delayed virtual emitters activation Version 8.2 - Source Brightness (reduces the brigthness of the original image before adding GI) - GI Weight (this will reduce the pixel color to allow the added GI to be more prominent in the LDR color range) Version 8.1 - Temporal Filter chroma threshold max range increased to 2 - Internal raycast improvements - [Fix] Fixed reflective shadow map lighting changes linked to directional light position - [Fix] Fixed pixelization issue Version 8.0.1 - [Fix] Fixed banding artifacts on WebGL Version 8.0 - Organic Light: new feature that injects light variation in the scene creating more interesting and complex lighting Version 7.1.1 - [Fix] Fixed integration with Unity SSAO Version 7.1 - Added "Capture Size" parameter to Radiant Shadow Map script. Increase this value to cover a wider area when using third person view cameras for example. Version 7.0 - Max Brightness option produces now more natural results Version 6.9 - Added specular contribution option. Decrease to avoid overexposition of GI over shiny materials. - [Fix] Fixed rendering issue in deferred when rendering layers option is enabled Version 6.8 - Added NFO Tint Color option Version 6.7.1 - [Fix] Fixed NFO bug when accurate g-buffer normals option is used Version 6.7 - Virtual emitters: culling optimization - Near Field Obscurance effect improvements - Other Editor improvements Version 6.6 - Virtual emitters: added Scene View bounds modifier tool Version 6.5 - Virtual emitters: added range and material options - Default maximum virtual emitters increased to 32 - Performance optimizations Version 6.4.2 - Improved speed response of reflection probe changes - Fixes Version 6.4 - Improved near field obscurance option Version 6.3 - Added support for orthographic camera Version 6.2 - Added "Near Camera Attenuation" option under Artistic Controls - Added material index field to virtual emitter - Filters NaN pixels Version 6.1 - Some shader optimizations Version 6.0 - Added "Near Field Obscurance" option - [Fix] Fixed virtual emitters not visible in compare mode Version 5.2 - Improved accuracy of distance attenuation term - Integration with URP native SSAO: parameter AO Influence added under Artistic Control section Version 5.1 - Added support for both deferred and forward path materials. Enable 'Both' in the Radiant GI render feature if needed. - Added stencil check option under Artistic Controls section - Improved GI reconstruction speed on new screen pixels Version 5.0 - Added support for Unity 2022 - Added "Probes Intensity" option to reflection probe fallback - Added "Add Material Emission" option to virtual emitters - Added "Show In Scene View" option Version 4.0 - Added virtual emitters - Added reflective shadow map fallback option and intensity property - Added support for reflection probe blending distance - Added optimization for single probe - Updated documentation Version 3.1 - Added "Limit To Volume Bounds" option - [Fix] Fixes transparent objects not showing up correctly when Compare Mode is enabled Version 3.0 - Added "Fallback Mode" with reflection probes option - [Fix] Fixed color bleeding when using very high indirect intensity values Version 2.4 - Added new Artistic Controls section with new options: Brightness Threshold, Maximum Brightness and Saturation. - Radiant GI now ignores overlay cameras - [Fix] Fixed issue when enabling "Accurate G-Buffer normals" Version 2.3 - Added "Raytracer Accuracy" option - Some performance improvements Version 2.2 - Added "Chroma Threshold". A new option that stabilizes noise based on chroma variance Version 2.1 - Additional levels for downsampling are now available for better mobile support - Minor changes to smoothing levels - [Fix] Fixed depth rejection bug when camera moves Version 2.0 - Added Normals Influence option to enhance/preserve normal map based details Version 1.0 - Initial launch