We have an ongoing project which requires simulation with lights switching on/off in certain areas of a grocery store .The total number of lights used are approximately 12 & we were to develop this for PC standalone , Android , iOS & Web .We have successfully manage to get all lights working within simulation with realtime lighting for PC standalone(12 spotlights) , Android(emission value technique) & iOS (emission value technique) however now we are stuck at situation with web .When we create webplayer options things look & work fine for us but( not supportive for chrome & also requires to install the plugin-old technique) So we though rather to use WebGl option,but the problem we face here is 1. No more than 2 spotlights with realtime GI like used in PC or webplayer are supported 2. Emission value technique like used in Mobile device platform does not work for Webgl
We are at the edge of finishing this project but feel stranded , can someone please help with expert suggestion?
@fretfingers are you SURE realtime GI is working? Could you provide 2 screenshots to verify that you indeed are able to move a light with bounce lighting to show realtime GI in a browser build? Would be the first time Ive read it works.
I’m using Realtime GI in a project and its absence means a lot of limitations in optimisation and productivity. Are there any solutions out there with built in renderer or SRP?
Hey, you are late to the party! Is not that they have no plans to implement it for WebGL. Is that they are dropping support for Enlighten, the tech behind real time GI, for all platforms. See:
I believe Realtime GI has never worked on WebGL 2. Enlighten Lightmap Baking does, since it is an offline process, and maybe static/precomputed light probes do also. It will likely be until WebGPU before Realtime GI will make its way to web builds, because of the current feature disparity between WebGL 2 and native D3D/Vulkan/Metal APIs on the web.