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LUMINA GI HDRP: Real-Time Voxel Global Illumination

LUMINA GI HDRP: Real-Time Voxel Global Illumination is a true voxel-based global illumination system for Unity's High Definition Rendering Pipeline, providing real-time, stable, and realistic lighting effects.
LUMINA GI HDRP: Real-Time Voxel Global Illumination Asset Image LUMINA GI HDRP: Real-Time Voxel Global Illumination is a true voxel-based global illumination system for Unity's High Definition Rendering Pipeline, providing real-time, stable, and realistic lighting effects.

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$78
Category:
ToolsParticles-effects
Developer:
ARTnGAME
Price:
$78
Rating:
(6 reviews)
Favorites:
79
Supported Unity Versions:
2021.3.6 or higher
Current Version:
2.0
Download Size:
108.41 MB
Last Update:
Dec 22, 2024
Description:
LUMINA GI HDRP is a real-time voxel-based global illumination system for Unity's High Definition Rendering Pipeline. It provides a true voxel-based solution for global illumination, which remains stable and flicker-free even when the camera moves or rotates. The system uses sun and mesh-shaped light sources and is based on the open-source SEGI project. It supports big numbers of mesh-shaped lights and has multiple optimization factors, including full or half-resolution rendering, low, high, and insane voxel resolution options, cones number, and lighting calculations steps. The system is easy to set up, with a single script on the camera configuring the pipeline and effect directly. It also supports ambient occlusion and can be used for stylistic voxel looks. The system is ideal for smaller spaces and can be used in real-time for infinite worlds with constant space voxelization. However, it requires Unity 2021.3 LTS and above with HDRP renderer and does not support VR, Mobile, Mac, or Consoles due to the use of Geometry Shaders, WebGL, and Consoles. LUMINA HDRP requires DX12 to function in all GPUs due to the swapchain Unity bug in DX11.
Technical Details:
LUMINA HDRP uses Geometry Shaders to calculate the voxelized space, making it incompatible with hardware that does not support Geometry Shaders, such as Mac PCs. The system is ideal for smaller spaces where the voxelized space can be calculated only once and possibly be recalculated on the fly every time entering a new room. It can be used in real-time for infinite worlds with constant space voxelization, but update per time will showcase a gap in lighting in moving objects. The system supports only sun light source and local light sources through emissive materials, with no direct support for spot and point lights casting GI. It uses the Standard Pipeline to render the scene voxelized volume and then diverts to the HDRP. The system requires Unity 2021.3 LTS and above with HDRP renderer and does not support VR, Mobile, Mac, or Consoles due to the use of Geometry Shaders, WebGL, and Consoles. LUMINA HDRP requires DX12 to function in all GPUs due to the swapchain Unity bug in DX11.
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