MF SSGI for URP - Realtime Screen Space Global Illumination - DirectX 11 | OpenGL


Update: V1.0 is live in the store! V1.1. coming soon!

Do you want to take your Unity URP project to HDRP level? Do you want High-quality lighting on dynamic objects?

Then check out my new Assetstore tool! Still wip, but I want to share my progress and hear your thoughts!

Play the VIDEO!!

Or go to my other forum post with a lot more work-in-progress images and video’s:
Go to thread!

MF SSGI will soon be released on the Asset Store and is ideal for dynamic games like: City-builders, games with level-chunks, customizable interiors, etc. Since it runs on DirectX 11 and OpenGL, I will also port it to the Built-in render pipeline once everything is ready!

What are we looking at?

  • Highly optimized handwritten shaders
  • ZERO bake times, nothing is static, no Unity GI
  • DirectX 11 and OpenGL support!
  • Runs on WebGL and (modern) mobile phones
  • No RTX/DXR Raytracing required, works any GPU that supports Shader model 3.0

MF SSGI unique features

  • Raymarched shadows from/to each pixel on the screen! Most other SSGI solutions need lightsources to be assigned. Not this one, each pixel is considered a lightsource, each with their own shadow trace. This creates super natural and smooth occlusion.

  • Realtime Thickness map: Most SSGI solutions just have a default 2.5D object “thickness”. As the depth-buffer is just flat, a thickness is needed to predict if light can move ‘behind’ an foreground object. Other solutions have a fixed value or mask for this, making 2 different props the same thickness. MF SSGI outputs a realtime thickness-map so that shadows are natural and accurate.

Current build: Unity 2021.3.0f1 - Universal Render Pipeline - Forward/Deferred rendered


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Very exciting. How well suited do you think it is to large outdoor scenes? I saw that you’re testing with the Viking village sample, so hopefully large spaces are well handled.

We have environments that are 64 square kilometers. Since you are working in screen space, does that mean this should be ok?

What are the important environmental constraints on your solution?

Keep up the great work. I look forward to purchasing it.

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Hi!

I think there aren’t any constraints in that regard. A lot of GI tools use voxels etc, this is all screenspace. I did test it at Viking Village and everything worked without any noticable artifacts. I did notice that even the mountains in the background were lit, that would be a bit overkill I think, so I will add a max-distance feature to it.

Thanks for the great question!

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In that case, I’m ready to give it a try. Be sure to charge enough to make it worth your time to properly support it and continue to improve it in the future.

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Hi!

Yeah I’m still wondering what this asset should cost. What would you consider a fair price for such a tool?

I do agree with your advice; I’ve launched 2 assets (multi threading and debugger) way back nearly 8 years ago and supported it for over 3 years before I deprecated it due to new Jobs-system and piracy.

I hope times have changed a bit, so I want this tool to be a success for many years as URP is not going anywhere and will be the default once built-in is deprecated.

Please let me know what would be a fair price, I could use some input here.

Thanks!!

Something between $60 and $200 :slight_smile:
If it will support Vulkan and mobile devices and will have performance/quality slider that I more for 200 than for 60 :slight_smile:

Do you have some stat on how many ms/frame system costs for different devices/screen resolutions?

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to $200 is crazy, there’s already SSGI for URP, fairly new and from known asset store members.
They sell it for $49.

I’ll say it mostly depends on the quality. How does it compare to other SSGI assets for URP?

something in the range of $30 to $90 is reasonable, depending on quality & stability.
Can we get a built demo? Ideally with two scenes, interiors & exteriors (open world/vegetation/terrain). Or even better one that mixes the two, so you can see how interiors look when there’s skybox lighting and exteriors without any baked lighting.

2 Likes

I have a WebGL demo ready. Its still WIP as I will add more showcases to the build over time.

You can play it here!

Controls

  • Space = Toggle Orthographic cam
  • Enter = Enable/Disable SSGI
  • WASD = movement
  • Right-mouse drag = camera rotate
  • Shift = speedup

Note: If performance is poor and you are running on a laptop, please make sure your webbrowser runs on your NVidia/AMD GPU, and not the Intel integrated graphics!

3 Likes

I don’t mind the price as long as things stay updated, imo too many major assets sometimes seem to struggle with income to keep updating.

I tried the other asset though and was dissapointed in the results (but their SSR asset was phenominal). so we’ll see.

2 Likes

I tried the demo, the effect of the light passing through the curtain and creating light on the floor was supurb!

One thing i’ve been curious about is if solutions like this can also work as SSAO solutions. I saw this in Ghost Wire Tokyo where there was an SSGI and and SSAO option and the SSGI did both which complemented the rendering very well.

It kind of seems like such a thing would work well here…

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$200 or even higher would be just fine if the solution is robust, well documented, and supported for the long run. We use Jason Booth’s Microsplat extensively for those reasons. He has built himself a model where every major new version of URP causes a new $20 charge (or something in that neighborhood), so he can continue to support it over time with ongoing revenue. Seems fair to me.

3 Likes

Yeah that’s fair game; if an asset is pirated or doesn’t sell enough units its obvious devs stop developing it. I hope it sells well when I release, lots of work still ahead.

Perhaps I will start low, a friendly early-access version. Once all bugs are ironed out and people are happy I can up the price over time.

Thank you guys for your input, much appreciated!

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Thanks for the kind words!!
SSAO would indeed be possible as all the required math/tech is already build. I could use the raymarching to do some very fancy AO indeed, I could add it as an option for sure! Thanks for that great idea!

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Awesome!

Just to show what I mean here’s a screenshot comparison from ghostwire, all other graphics settings being the same

SSGI

SSAO

Integration with URP12’s SSAO shader implementation would also be nice.

To get back at your question; I will do another full fledged Viking Village test soon and I’ll capture it.

I’m roughly one week away from an early release, if you are interested I could send you a version to try out.

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@PutridEx , which $49 asset were your referring to, btw?

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Yeah I know there are a few SSGI assets out there, but most require either some sort of baking, or are DX12 only due to raytracing. I did find a URP SSGI/colorbleed asset but it only supports Deferred.

My closest competition is Upgen and it is different in many ways. Its not SSGI, it even requires colliders for surfaces to produce bounce lights. Lights require additional components, etc. It also requires manual setups per scene, where fast lights and other components need to be setup. Raytraced shadows only come from Unity-lights, not other emissive surfaces like my raymarched shadows do. Also I think for the HQ raytraced results lights should even be static/not moving it appears, but I could be wrong about that.

In general my asset is meant to be hands-off: just add the renderfeature, tweak some artistic and quality settings, and done. It doesn’t matter if you use dynamic lights that move, emissive objects that change constantly, all of it is contributing to the final result, each pixel is a lightsource and has super fast raymarched shadows.

The WebGL demo I put online is just one single Renderfeature, no scene tweaks or additional setup/baking/components/workarounds. All lights and props are dynamic and can move around freely with zero baking/setup.

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Radiant Global Illumination | Fullscreen & Camera Effects | Unity Asset Store

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I have updated the WebGL demo with improved shadows, colorbleeding & performance.

You can play it here!

Controls

  • Enter = Enable/Disable SSGI
  • WASD = movement
  • QE = Up/Down
  • Right-mouse drag = camera rotate
  • Shift = speedup
  • Space = Toggle Orthographic cam

Note: If performance is poor, make sure your webbrowser targets an NVidia or Amd gpu as Intel integrated graphics doesn’t like WebGL all that much…

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link gives 403 error, no permission to access
A desktop demo would be ideal, something like the viking demo with SSGI toggle.
Ideally no changes to skybox lighting or anything, just SSGI on/off

1 Like