Real-time emission in fully procedural game?

Hi All,

I’m developing fully procedural game, creating moving objects at run time (meshes with custom shaders on them).
Can I turn off my directional light and rely on real-time emission coming from these dynamically created / moving meshes? (I’d prefer to use forward rendering and not use lights, but emissive materials/shaders)

Thanks for any replies.

No, you can’t. The so-called “Real-time Global Illumination” isn’t really real-time; emissions have to be calculated beforehand. This limitation is actually stated in the GI user manual.