HDRP volumetric area lights and SSGI improvements

For 2023.2 please add feature for volumetric area lights in HDRP and better indirect bounce light effect for SSGI and denoising.

Also, will Reflection Probes Relighting make in 2023.2?

Hi, reflection probe relighting will not be deliver for 23.2.
volumetric area light shadow (I expect you refer to area shadow) are plan but also not for 23.2

lastly could we have more info about what isn’t working with the current version of SSGI? Or what is the use case you try to solve with which budget (our SSGI have been develop for a budget of around 4ms - 5 ms on PC to give sufficient quality, which indeed is barely usable on console like PS4 to get decent quality

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SSGI is working. Improvement would be to control indirect bounce effect of the light and performance less or equal 1ms with such quality.

8932338--1224591--f4G4d32D.jpg

to control indirect bounce effect of the ligh
Could you elaborate what you mean here? SSGI is a screenspace effects, it can’t handle multiple bounce. Are you talking about a multiplier?

performance less or equal 1ms with such quality.
With 1 ms (of course depends on the target, but here let’s assume we talk about PC with 1080 nvidia) this could be challenging to have quality. Definitely not possible on a PS4

On image left is Unity SSGI https://forum.unity.com/attachments/f4g4d32d-jpg.1224591/
I would like shape of objects and their shadows are visible more clearly. By this I meant fake indirect light bounce effect.
Is it possible to use signed distance field of meshes to calculate screenspace effect with more quality without sacrificing performance?

The main improvement to SSGI that should take priority is to make it radius/thickness aware.
Currently the biggest issues with SSGI is it’s unusable if your project has foliage, in particular grass.
The main issue is you want SSGI to give you nice ambient shadowing, which makes grass unbelievably, and unrealistically dark, and shimmering as well.
Lowering the parameter for AO leads to a massive reduction in AO/contact shadows for all your objects, and so although the grass issue is gone, SSGI becomes pretty useless and hard to excuse for its costs, you might as well just use SSAO and disable SSGI at that point.

After that imho, another nice improvement is to make it less reliant on excessive blurry denoising. Things get pretty blurry with SSGI.

Imo, the main ideal usage for SSGI should be with APV - and it should be improved and worked at in the future with that use case in mind as a priority, it would be much more useful than just SSGI by itself. Obviously it already works with APV now, but I mean future development should see that as the biggest/most important use case.

Just my two cents :smile:

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I agree.

(I also found that volumetric lighting enabled for mixed spotlights and Anisotropy configured to a positive value in the fogs volume settings (like 0.65 for example) will create a lot of artefacts around the spot lights origin (especially when used with fog quality settings set to low which is a must for good realtime performance at the moment))