Global Illumination changes with the 2023.1 beta tech stream, we want to hear your feedback (survey is now closed)!
We want to make sure we are providing you with the best products for your day to day experience in Unity. We want to learn from you how you are experiencing the changes related to global illumination which we delivered in the 2023.1 beta release.
This survey is now closed.
What’s changing with the 2023.1 release?
Our focus for the 2023.1 release is to provide you with a more predictable and stable light baking experience through our new light baking architecture LightBaker v1.0, and to improve on the probe volume workflows and scalability for Adaptive Probe Volumes.
New light baking architecture “LightBaker v1.0”
Baked Global Illumination now uses our new LightBaker v1.0 architecture for on-demand bakes. The New Light Baking Architecture impacts the production of most artifacts related to baked lighting: lightmaps, light probes, shadowmasks, ambient occlusion textures, etc. In the new architecture, code is internally split into modules with clear responsibilities and well-defined inputs and outputs. This redesign has significantly simplified our code base. Simpler code makes it easier and faster to fix bugs and it lowers the risk of introducing new ones.
Note that Auto mode still uses the existing progressive baking feature.
For creators working with Baked Global Illumination, Unity’s new light-baking architecture will mean few changes. We have built this new architecture with Editor responsiveness and baking speed in mind. When using on-demand baking, Unity now takes a “snapshot” of the Scene state when the Generate button is clicked. This snapshot is then sent to the bake process and the bake will continue uninterrupted, unless the Cancel button is clicked. Unity no longer checks the Scene state every frame, which previously undermined Editor performance.
Unity also now provides a Baking Profile. This can be found in the Lighting window when using the GPU backend in on-demand mode, and offers users a tradeoff between performance and GPU memory usage.
URP and HDRP - Adaptive Probe Volumes (APV)
With the 2023.1 release, the core functionality and user experience of Adaptive Probe Volumes are improved and are officially supported.
Compelling visual experiences also need to be performant at runtime. Adaptive Probe Volumes move beyond Unity’s existing Light Probe capabilities, providing performant Scene-wide indirect lighting with these main benefits:
- You can now place Light Probes automatically, with adaptive distribution
- You can iterate faster as Light Probe density dynamically adapts to Scene geometry
- Better image quality with APV’s per-pixel lighting as compared to Light Probe Groups
- Static and dynamic objects are better integrated, as both can be lit using the same system
- Lower memory usage at runtime for Light Probes, as this data can be streamed from CPU to GPU
- Baking Sets enable lighting scenario blending for Light Probe-lit objects (HDRP only)
Exterior scene using APV with debug tools showing the grid (this image uses the [HDRP] Abandoned Factory Buildings - Day/Night Scene package from the Unity Asset Store)
Also new with 2023.1 beta is the first release of Adaptive Probe Volumes in URP. Note that this iteration for URP will not support Lighting Scenario Blending nor Lighting Normalization for Reflection Probes and may not yet be optimal for performance, especially when running on lower-end mobile platforms.
Find the feedback request for the 2023.2 global illumination changes here .