Dynamic Diffuse Global Illumination volume that provides indirect lighting using a 3D probe grid.
Probes store irradiance and distance data in volume textures that can be sampled by shaders.
| Bounds |
World-space bounding box that defines the volume coverage area. |
| Contrast |
Controls how much less energy to conserve during probe integration.
Higher values give a harsher, more contrasty look. |
| DistanceTexture |
Volume texture storing probe distance/visibility data. |
| InsideGeometry |
How to handle probes detected inside geometry. |
| IrradianceTexture |
Volume texture storing probe irradiance data (color). |
| MaxRelocationDistanceFraction |
Maximum distance a probe can be relocated (as fraction of probe spacing). |
| MinSurfaceDistanceFraction |
Minimum distance from surfaces to maintain (as fraction of probe spacing). |
| NormalBias |
Bias applied along surface normals to prevent self-occlusion artifacts. |
| ProbeCounts |
Calculated probe count along each axis based on bounds and density. |
| ProbeDensity |
Number of probes per 1024 world units. Higher values increase probe resolution. |
| RelocationRayCount |
Number of rays to cast when computing relocation. |
| RelocationTexture |
Volume texture storing probe relocation offsets (XYZ = offset, W = active). |