Implementing a Realtime Global Illumination Technique

Hello Community! :smile:

I’m a computer graphics student and I want to implement a Realtime Global Illumination Technique into Unity.
I noticed Chris Kahlers and Kurt Löfflers approaches already, both using Voxel Cone Tracing.
I want to implement another technique, something like Precomputed Radiance Transfer perhaps.

My Question is: How can I influence the way unity renders the Geometry? Do I have to write my own shaders which give out the evaluated color on each Vertex or is there another way, maybe deeper in the unity rendering pipeline?

When somebody know something about that, I would be glad if he post a hint :slight_smile:

greetz,
valle :smile:

nobody? :frowning: