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Question Best GI option for procedural meshes?

Discussion in 'Graphics Dev Blitz Day 2023 - Q&A' started by joshrs926, May 25, 2023.

  1. joshrs926

    joshrs926

    Joined:
    Jan 31, 2021
    Posts:
    116
    What is the best approach currently to be able to have global illumination on meshes that are created procedurally at runtime?
     
  2. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    935
    Hi, as of today and for a solution that works on both urp and hdrp it will be the adaptative probe volume - assuming the meshs only want to receive lighting and not casting lighting.

    Otherwise on HDRP it is SSGI / Raytrace GI to correctly handle it.
     
  3. joshrs926

    joshrs926

    Joined:
    Jan 31, 2021
    Posts:
    116
    Thanks for the reply. That sounds interesting! I watched a video about it and it talked about precomputing things. Is it possible with Adaptive probe volumes to create them at runtime? Is there any part of their workflow that absolutely must happen in editor before building the app?

    Ideally what I want is the ability to, at runtime, generate terrain, caves, buildings etc in mesh form at runtime and be able to give them bounced lighting.
     
  4. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    935
    Hi, APV can't be build at runtime (or rather we haven't plan for it) due to the need of adequate probe placement and ABV structure to build + various placement. In addition current APV need to bake the lighting with the lightmapper at runtime. a "runtime APV" is basically a nvidia DDGI algorithm. We have nothing for to share about this topic currently.