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.