#URP translucency + GI
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well, we also still want our game to work on weaker devices like switch, using HDRP may make this harder
I understand your idea about using lights, it's interesting as well (not too different from light probes really)
I didn't realize it was possible to modify lightprobes actually, I missed that somehow, but then we could do everything at runtime with light probes if we wanted:
render with custom light probes (not sure how it knows which probes to use though): https://docs.unity3d.com/ScriptReference/LightProbes.CalculateInterpolatedLightAndOcclusionProbes.html
modify light probe data: https://docs.unity3d.com/ScriptReference/LightProbes-bakedProbes.html
Of course that still requires to somehow compute the indirect lighting data at a given location which is the expensive part
Interesting, I didn't think you could truly rebake probes at runtime
I assumed it required lightmapper's raycasting calculations which would be editor only, or at least very expensive
I know you can overwrite them with custom SHs, but moving them would require the Tetrahedralize method
I don't know if it's possible to do a true rebake, I haven't found a function to recalculate the light probes based on the scene
so indeed I think the raycasting calculations are the part to fill in
So what exactly does CalculateInterpolatedLightAndOcclusionProbes do
it calculates interpolated light probe values for a given position
since the light probes are basically in a 3d grid, when you move an object through it you need to interpolate the probe values to avoid sudden changes in lighting
Oh, a similar (or the same) process a mesh renderer uses to figure out its own ambient lighting between probes
First was confused why you would need to create another probe group from the first probe group
did you try assets like Lumina GI ? Any idea if they can work with translucent objects?
or HTrace (well htrace is hdrp only)
That one seems to do, at least in some way
https://youtu.be/mQb3KOv1PSk
The light spreads around behind the tapestries hit by light, but the looks are anywhere between acceptable and bizarre
Judging from videos HTrace is at least not demonstrating light transmission
yeah that second image is a little odd, but I suppose that could be worked around
also not the worst rendering artifact to have in a game 🤷
Well you can always have worse 
look at the bright side (pun intended)

Unironically if you set the bar for graphical realism or accuracy low, most people will accept that and errors do not stand out
to me the real-time GI stands out enough to make it acceptable, but it may depend on the game
also possible to make something more stylized of course
It'd be the smart thing to do, if you want to save time and resources
Never worth it to make a perfect asset, because then every asset will have to also be or it'll look like a problem
I meant something stylized with this kind of GI 🙂
but yes totally
still looking at ideas though
Yeah, I don't know if you're going for photorealism to begin with
But the further you settle from it the easier and quicker it is to design the graphics
In general anyway
Stylization can ramp up the complexity of the workflow as well, a lot
Yeah, we didn't really decide yet but I told my colleagues that something that approaches realisism is a real time sink
I am interested by HTrace, because from what I understand it's CPU-based, which makes it interesting because it doesn't eat up as much GPU resources
and if we have CPU time to spare, which is the case on PC at least.. why not
If it works in the performance budget, it's no issue
In theory CPUs are orders of magnitude slower at graphics calculations like that than GPUs are though
Compatibility is the only advantage
in my experience it depends on more factors, like the algorithm and whether you need the data on the CPU for other reasons
Yeah, many different factors pop up in real world scenarios
I don't think it's nice if the user needs an RTX 4070 to play the game at 60 fps
True, as long as they don't require an equally beefy CPU instead
yeah
My pipe dream of realtime transmission GI is probably a sidetrack
It'd be a better use of my time to just develop a style / workflow that works without any accurate simulation at all
To be able to do more without having to worry so much about flaws
GI is cool though, but we're so used to being faked by games on this front