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LUMINA GI: Real-Time Voxel Global Illumination

LUMINA GI: Real-time Voxel Global Illumination is a true voxel-based global illumination system for Unity, providing real-time indirect lighting with easy setup, supporting sun, mesh-shaped light sources, and ambient occlusion.
LUMINA GI: Real-Time Voxel Global Illumination Asset Image LUMINA GI: Real-time Voxel Global Illumination is a true voxel-based global illumination system for Unity, providing real-time indirect lighting with easy setup, supporting sun, mesh-shaped light sources, and ambient occlusion.

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$79
Category:
ToolsParticles-effects
Developer:
ARTnGAME
Price:
$79
Rating:
(12 reviews)
Favorites:
357
Supported Unity Versions:
2021.3.0 or higher
Current Version:
2.1.3
Download Size:
77.11 MB
Last Update:
Mar 9, 2025
Description:
LUMINA GI: Voxel based Real time Global Illumination is a new system for true voxel based global illumination that will locally remain fully stable and respect off-screen lights. The system is fully real-time and does not require any form of baking like SDF solutions, uses sun, local & mesh-shaped light sources. It creates a volume representation of the scene, which can be used as a style, and grabs color from both main color and object textures for maximum realism. The system supports big numbers of mesh-shaped lights, mesh lights are configured with emissive color and texture, set HDR color power to zero to stop the effect, above zero to cast light and the main color alpha to further control the light power. The system has multiple optimization factors, including full or half-resolution rendering, low, high, and insane voxel resolution options, cones number and lighting calculations steps, update per a number of seconds or per distance travelled. The system is easy to set up, with a single script on camera configuring the pipeline and the effect directly, minor changes are required in the renderers after that setup, described in the manual and the video tutorial.
Technical Details:
Fully real-time, true Global Illumination system for the Universal Rendering Pipeline. Voxel based solution (Not based on screen space) for zero local change of the lighting or flickering as the camera rotates and moves around. No baking or preprocessing of any kind is required. The system is not using SDFs, any kind of scene light or reflection probes and everything is in real time, supporting procedurally changing geometry and worlds. Creates a volume representation of the scene, which can be used as a style, this aspect will be work in progress for offering a special stylistic voxel look of the whole scene directly. Grabs color from both main color and object textures, for maximum realism. Ambient Occlusion embedded to the GI solution. Multiple optimizations factors (Full or Half resolution rendering of the effect - Low, High and Insane voxel resolution options - Cones number and lighting calculations steps - Update per a number of seconds or per distance travelled). Easy setup, a single script on camera configures the pipeline and the effect directly, minor changes are required in the renderers after that setup, described in the manual and the video tutorial. Supports big number of mesh shaped lights, mesh lights are configured with emissive color and texture, set HDR color powerto zero to stop the effect, above zero to cast light and the main color alpha to further control the light power. The system requires Unity 2021.3 & above with URP renderer set to Deferred mode & due to the complexity and technical methods supports only LTS versions. Also does not support VR, Mobile, Mac because uses Geometry Shaders, WebGL, special modes like SRP batcher and Consoles. Unity 6 URP Render Graph pipeline mode (and Forward+ in 2022.3) is supported in LUMINA 2024.
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