AdaptiveGI

Real-time global illumination for Unity

Real-time bounce lighting, even on mobile.

AdaptiveGI brings dynamic world-space lighting to Unity on mobile, standalone VR and PC. Move a wall or a light and the bounce lighting updates without baking or dedicated raytracing hardware.

02:28 · Captured in Unity

0

lightmap bakes. Lighting updates in the editor and at runtime.

100s

of shadow-casting point and spot lights per scene, including on mobile.

0

RT cores required. GI uses software raytracing.

-- ms

GI frame cost on Quest 3. Benchmark pending.

Bounce lighting that updates with your scene.

No lightmap textures to bake or include in your build.

GI
Emissive materials and color bleeding
Set diffuse and emissive colors per object. Any mesh can emit light, and nearby surfaces pick up its color.
Lights
Hundreds of point and spot lights
AdaptiveLights replace Unity's per-pixel lights and support hundreds of lights per scene on mobile. Choose a faster non-raytraced GI mode or software raytracing with color bleeding.
Shadow
Ray-marched shadows
AdaptiveLights use world-space ray marching to cast shadows from point and spot lights.
Sky
Sky lighting and occlusion
Surrounding geometry occludes light from the skybox. Covered areas receive less sky light than open areas.
World
Lighting for changing levels
Bounce lighting updates as players build or destroy geometry, or as your game generates a level.
Tune
Adjustable GI quality
Adjust update intervals, attenuation and quality levels to fit your frame budget. See the documentation for each setting.

Demo scenes

Crypt · emissive tube lights

Quest 3 · forward URP · 72 fps target

Street · 140 AdaptiveLights

Pixel 8 · forward URP

Falling cubes · dynamic bounce

Desktop · deferred HDRP

Courtyard · sky occlusion

Desktop · deferred URP

Editor · live lighting while building

Unity 6000.3

Set up AdaptiveGI in URP or HDRP.

Unity 6000.3. The built-in render pipeline is not supported.

URP · Forward
Switch materials from Unity's Lit shader to AdaptiveGI Lit. Recommended for low-end hardware.
URP · Deferred
Add the AdaptiveGI render feature to your URP renderer. Keep your existing materials.
HDRP · Deferred
Add the AdaptiveGI manager to your scene and enable deferred rendering.
Built-in
Not supported.

Try AdaptiveGI in your browser.

Explore the demo scenes and move the lights to see how the lighting responds.