AdaptiveGI: Global Illumination that Scales to Any Platform v3.1.0 delivers high-quality real-time global illumination across all platforms, including mobile and standalone VR, eliminating the long-standing reliance on baked lightmaps. This resource pack removes the performance and development bottlenecks associated with lightmap baking, enabling instant lighting updates at both edit and runtime—no more waiting for lightmaps to regenerate. With support for hundreds of dynamic point and spot lights via its optimized AdaptiveLights system, the solution maintains performance even on mobile devices, significantly reducing framerate drops. AdaptiveGI is designed for dynamic and procedural content, supporting destructible environments, player-built structures, and procedurally generated levels with realistic global illumination. It features per-object emissive materials and color bleeding, allowing any object to act as a light source with full shape flexibility. Both Unity's native lights and AdaptiveGI's custom lights support GI with two quality levels: a fast non-raytraced option without color bleeding, and a fully software raytraced option for higher fidelity. AdaptiveLights cast shadows using efficient world-space ray marching, enabling hundreds of shadow-casting lights without performance degradation. Sky lighting and occlusion are dynamically calculated, providing depth and ambient lighting even in areas without direct sunlight. The setup is straightforward: in URP, users can switch to AdaptiveGI's Lit shader for forward rendering or add a single render feature for deferred rendering; in HDRP, simply add the AdaptiveGI manager to the scene and ensure deferred rendering is enabled. This makes AdaptiveGI a powerful, scalable solution for real-time global illumination across any platform.
2026-03-06 00:00:00-update version:AdaptiveGI: Global Illumination that Scales to Any Platform v3.1.0