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[RELEASED] SSRT3: Screen Space Ray Tracing

Discussion in 'Assets and Asset Store' started by therrieno, Oct 20, 2022.

  1. therrieno

    therrieno

    Joined:
    Nov 29, 2019
    Posts:
    1
    Asset Store link

    Real-time global illumination using screen-space information for HDRP.

    0_CoverImage.png

    Like our previous implementations (SSRT) the algorithm is based on GTAO and uses a horizon-based method to retrieve GI samples, which makes it a lot less noisy/blurry than HDRP's SSGI. Performance is also better than SSGI, at around 2-3 ms on an RTX 3060 for the entire effect. Our novel method bypasses the infinite thickness limitation typical of horizon-based methods and enables light to pass behind thin surfaces (paper coming soon).

    Fallback to Adaptive Probe Volumes (APV) or Reflection Probes (static or updated every frame) is used to gather lighting that is not present on the screen. This ensures that the illumination is stable no matter where the camera is looking.

    Features:
    • Multi-bounce indirect diffuse lighting and occlusion
    • Support of emissive surfaces as an indirect light source
    • Directional occlusion of ambient light (similar to bent normals, but handles thin surfaces better)
    • Fallback to HDRP Ambient Probe Volumes (APV) and Reflection Probes for out-of-screen light

    Limitations:
    • It only works for HDRP
    • It only works in deferred mode

    Has been tested on Unity 2021.2 and 2022.1 (with HDRP 12 and 13 respectively). Since it's implemented as a custom post-process it should work on most HDRP versions. There are no additional dependencies apart from HDRP.

    6_SSRTOff.png

    4_SSRTOn.png

    5_IndirectLight_WithoutTexture.png

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    blueivy likes this.