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How to turn off GI all-together?

Discussion in 'Global Illumination' started by kaiyum, Nov 19, 2018.

  1. kaiyum

    kaiyum

    Joined:
    Nov 25, 2012
    Posts:
    686
    I do not want any GI. Shaders are all custom and very light weight.
    Unity Version: 2017.4.9f1 LTS
    Platform: Android ARMv7
    Scripting Backend: IL2CPP
    Testing Device: RedMi 3S

    I did "build and run". Then after a while I get this!
    upload_2018-11-19_14-54-50.png

    As you can see that I am getting GI data. Though it is roughly 0.4ms, but why should it be there in the first place?!

    Lighting setting:
    upload_2018-11-19_14-56-51.png

    upload_2018-11-19_14-57-11.png

    upload_2018-11-19_14-57-34.png

    The only light I have is this one:
    upload_2018-11-19_14-58-17.png
     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    As far as I can see in your profiler screenshot, PostLateUpdate.UpdateEnlightenRuntimeManager is 0.13 ms, not 0.4ms. Where do you see 0.4ms?

    Both in the latest version of Unity (2019.1a11) and in 2017.4 LTS there is an early out in the top of that function when realtime GI is disabled, when not running in the editor. If realtime GI is on, you must have a scene loaded that is using it? This is the property used to determine if the function should early out https://docs.unity3d.com/ScriptReference/Lightmapping-realtimeGI.html
     
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  3. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,799
    0.13ms is still non-insignificant for a feature that's not being used (if that's indeed the case of course).
     
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  4. kaiyum

    kaiyum

    Joined:
    Nov 25, 2012
    Posts:
    686
    Now I am not seeing GI data at all. Quite strange! And another thing I noticed that an intro scene was indeed using GI, its a bug from our side. Because intro scene was not supposed to use GI. But the thing was that I was not profiling while I was in intro scene!!