Sunfall Global Illumination (SSGI)

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Sunfall Global Illumination is a Screen Space Global Illumination solution for Unity that aims to fine/high frequency detail to your scene’s lighting while working together with large scale GI solutions such as Unity PLM or Enlighten GI.


What Sunfall Global Illumination can do:


  • Fast GI approximation computed in screen space (~1ms per frame @ 1080p with optimized settings)
  • Support for Built-In Pipeline deferred render path, with support for other SRPs (URP, HDRP) coming in the future.
  • Can be stacked with baked lighting to allow dynamic objects to interact with baked lighting.
  • Supports light approximation outside camera view, with little performance overhead.
  • Is "setting-optimized" for nature / open spaces but can work in interiors as well with a bit of tweaking

What Sunfall Global Illumination can NOT (currently) do:


  • Can’t run on forward rendering as it’s developed around the deferred gbuffers, but forward render support is planned.
  • It’s based on screen space path tracing. This means that SSGI can’t take into account depth-obscured detail that is not visible on the screen (i.e. lights behind a building's pillar close up etc.)
  • Can’t run on mobile platforms due to effect complexity
  • Can't run on VR but support is planned.