Looking good. How performant is it? My dream is to have something like this for WebGL, since I can’t use the precomputed realtime GI, and its incredibly constraining when trying to do some interior scenes or a bit of dynamic lighting… and baking lightmaps means lots of textures to download.
I’m currently testing on Viking Village, a decent showcase with lots of geo and complex shapes. There HD drops from 120 fps to 110/105. In QHD it drops from 60 to around 22. So it’s super screen-res limited at the moment because it’s very memory intensive. Ofc this is early showcase and I’m looking in to it. My dream is to get such high performance that 2 passes are possible to fake 2 ray bounces and even implement 2.5D raymarched shadows.
I will do another showcase soon, I already have some new stills ready. Once the asset is assetstore ready I will give away some keys for free for testers, so let me know If you are interested.
Hi, just a little update: I just reached 100 FPS on 4K! I focused on performance in the past few days and it payed of bigtime.
Next is to optimize the de-noiser used to upscale the SSGI pass. As you can see its a bit spotty, but there is a clear pathway how to get rid of it and make it super smooth
Thanks!
For the fans: Each pixel traced has its own 2.5D ray-marched shadow. You can see that the entire wall casts light and is occluded accordingly. When the black box appears in front of the wall, you can see the shadows move around in a physical correct way.
I know the GIF is poor quality (due to Unity forums max upload size), I will create a full fledged feature demo once my lasts features are in. Right now this is till Work-In-Progress…
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!