I've been working on a Realtime GI solution for Unity. I'm not able to use Unity's pre-computed GI system, since my game is procedurally generated; additionally, I wasn't happy with the speed, quality, and limitations of other methods available, so I had to roll my own system. (newest screen shot using the new Sparse Radiance volume. Everything below this are older pictures using LPV's to generate the data, the quality is now on par with unity's progressive light mapper) Features Fully dynamic Dynamic Shadow casting Directional Light Emissive surfaces (supports single sided surfaces) Infinite bounces Works well with normal maps. Little to no light bleeding. Sparse data structure for larger view distance and less VRAM. Skybox Lighting Road map Filter pass to remove any noise Half res rendering for faster performance. Dynamic Shadow/none shadow casting Point and Spot light Realtime offscreen reflections Forward/transparency support Integration with HXVolumetricLighting VR support Performance is based on a lot of factors so its hard to nail down the cost of the effect. Scene complexity, view distance of GI and how fast you want light to respond to scene changes are the major factors. The amount of emissive surfaces has very little to no impact on performance. So a lot of expensive per pixel lights can be replaced with emissive meshes. I made this post to catalog my progress and have a centralized place that people can follow along rather then through my twitter. I'm not sure yet if I will release this to the public or not since I don't know if I have the time to support another asset or if it's even financial worth my time, but I'd like to gauge interest in it.