MF.SSGI [V1.0 LIVE] - Bridging the gap between URP and HDRP - Global Illumination & Occlusion


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

Hi!

Some of you may already have been following my progress [here]( MF SSGI for URP - Realtime Screen Space Global Illumination - DirectX 11 | OpenGL page-2#post-8622267), but I just submitted Screen Space Global Illumination for URP! This asset has some unique features such as OpenGL ES3 support and even runs on budget smartphones, WebGL and Nintendo Switch. All thanks to good-old Shader-model-3 code.

A big thanks for @ShermanWaffleStudios allowing me to use his asset as a showcase. If you like these screenshots, please make sure to check his storepage too! Also a big thanks for my Beta-testers, all your input has been super valuable!

Want to give it a try? Please check out my WebGL demo (Its PC targeted)
I also have various videoā€™s online, included 3 tutorials if you want to see if this tool could work for you.
You can find all the videos here!

So why Realtime SSGI? Because not all games allow for baked GI (i.e. Sim City) and it will speedup your development process quite a lot. It saves a ton of lightmaps and keeps your project lightweight.

So what makes MF.SSGI unique?

  • Runs on DX11 | DX12 | OpenGL | OpenGL ES3 | Nintendo Switch | WebGL

  • Comes with Raymarched contact & casted shadows, creating beautiful soft occlusion.

  • If a lightsource move off screen, a Reflection-probes fallback kicks in and fills the missing GI

  • Multiple quality presets included, ready to support High-end PCā€™s all the way to Nintendo Switch.

  • Uses Post-process volume overrides, with a ton of artistic settings to tweak

  • It has an extensive debugger, helping you to setup Raymarched shadows, Lightstrips, etc

  • Great alternative for baked GI and Lightprobes

And to tackle most frequently asked question:

  • Yes, I plan on porting it to Built-in as well.
  • The asset was submitted yesterday (after months of work) and the current estimate 20-30 business-days for it to be approved.
  • If you want to give it a try before that, please send me a DM!

Thank you all and spread the word!

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Oh, totally forgot to post a [link to my main features trailer!

](https://youtu.be/fPAuykKMD_A)

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Hi. It looks cool. Do this work with Vulkan too?

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great trailer, cant wait to buy this :slight_smile:

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I will give it a try! Should work to be honest, shaders donā€™t use any fancy features, its all good-old-shader-model-3 HLSL. I will post an update once properly tested!

A little status update: Iā€™m currently 1201 in Queue for submission. I started 1361 on Wednesday, so it appears we have to wait for at least 20 business days indeed :frowning:

In the meantime Iā€™m working on a new Mobile testscene with a Cornell-box (already looks amazing) and I have a whole bunch of improvements planned already for a day-1 update!

If you can, I also want to know whether it works on iOS Metal too :slight_smile:

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Yes for sure, if you like, you can give it a try yourself. Send me a DM and we can setup some testing

Hi!

While waiting for submission to clear: I improved the way SSGI lightdirections are handled. Its subtle, but if you look at the normal-map on the characters chest and her face definition, you can clearly tell the light comes from the right-side of the screen, where previously it was a bit ā€˜flatā€™.

Hope you enjoy it!

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Donā€™t worry about the number.
Weā€™re in era of AI. I bet tons of those new assets are just AI made ā€œ200 icon packsā€ and the likes, asset store can go through them fast since thereā€™s not much to check about.

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Yeah I kept track of it the past few days, it averages around 75 reduction in queue a day. Perhaps with Hollidays coming submissions will slow down a bit, it appears to gain some momentum.

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Hi all!

I have something to test for those interested. I created a new test-demo scene, a Cornell-box with an emissie Quad as an animated light-strip. This new demo runs on Android on Vulkan and can be downloaded here:
- With raymarched shadows
- Without raymarched shadows

You can also just check my video that I quickly threw together if you are curious.

The raymarched version runs steady 30 fps+ on a budget smartphone (Samsung Galaxy A52s), and without shadows roughly at 40 fps. The double-camera setup takes most of the performance away. Please send me a DM if you have it running on your smartphone and you want to share the numbers, Iā€™m very interested what it does on various devices.

Also** I updated the WebGL demo **again; this time with the new Directional-light encoding mentioned earlier. This boosts normal-maps and makes the scene look more realistic at a very little performance hit. In general the performance has increased and shadows a much cleaner / more stable in this version too.


The image on the left has more normal-map definition and looks more natural and detailed because of it.

This will all be part of my Day-1 update. According to Unity my position is 999 in queue, so hopefully by this rate, next week Wednesday will be launch day!

Let me know your thoughts!

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Might be a good time to showcase a desktop standalone demo for HDRP. You have me very interested :slight_smile:

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You should consider an OpenGL ES3 build, vulkan android drivers are mostly sh*t and the performance is almost everytime inferior to ES3

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Regarding the numbers
32 fps with raymarched shadow
36 fps without raymarched shadow

Very old phone Galaxy S8
Will probably give you more perf stats once I test on my Xiaomi

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Yes, good idea. I did a ES3 build in the past, interesting to see if indeed it is faster. Iā€™ll post new OpenGL builds soon

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Well HDRP already has SSGI, so thatā€™s why Iā€™m targeting URP (and later build-in) first.

You were right! OpenGL ES3 is faster then Vulkan, wow did not see that coming. To be fair, its only a little bit faster, but its true indeed. I went from max 32 Fps average to 36Fps average. This should have been the other way around, but there you goā€¦

You can download the OpenGL-version here, with Raymarched-shadows. Let me know your results.

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Indeed itā€™s faster went from
~32fps to ~37-38fps

As you said itā€™s should be the other way around but Android manufacturers donā€™t bother update their drivers thatā€™s the real issue you will most likely get better performance on Vulkan when comparing ES3 and Vulkan on High-end devices

I just realized that phone was in power saving mode
now the fps avg 48

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