HTrace WSGI doesn’t require any kind of baking or asset pre-processing and is designed to work out of the box with little to no tweaking.
Note that this asset is currently in the Beta stage. If you encounter a bug, please submit a bug report through our Discord channel, and we'll do our best to fix it. During the Beta period, the asset is available at a reduced price (relative to the stable HDRP version). The minimum required Unity version is currently 6000.1.
Useful Links:
Contact Us:
Unity Forum | Discord \ YouTube Channel
MAIN FEATURES:
• All Rendering Paths: fully supports Deferred / Deferred+ / Forward / Forward+ rendering paths, with no visual or quality differences between them.
• Dynamic Lighting and Objects: HTrace WSGI supports fully dynamic environments where objects, materials, and lighting can be changed in real time. All moving objects, including skinned meshes, participate fully in global illumination, casting and receiving indirect lighting and shadows.
• Hybrid Software Ray Tracing: a two-stage tracing algorithm that leverages both screen-space and world-space data to deliver per-pixel lighting response and accurate indirect shadows. No special hardware is required.
• Advanced Denoising: HTrace WSGI uses cutting-edge denoising and sampling techniques, like ReSTIR GI, with temporal and spatial passes to reduce noise even in complex lighting scenarios. Special care is taken to preserve high-frequency details such as contact shadows and normals.
• Real-Time Scene Voxelization: a flexible, GPU-driven voxelization system for building a world-space tracing acceleration structure on the fly. Comes with an advanced time-sliced voxelization, adaptive culling & mesh LOD control.
• Irradiance Cache: provides infinite light bounces in world-space by automatically caching lighting data in a spatial hash structure.
• Emissive Lights: all emissive surfaces can act as real light sources, casting indirect shadows and contributing fully to global illumination. There’s no upper limit on the number of emissive lights.
• Punctual Lights: HTrace WSGI supports Point and Spot light sources, fully accounting for their emission and shadows.
• Sky Lighting & Occlusion: the sky itself functions as a dynamic light source, producing realistic lighting and physically accurate occlusion.
• Open Code: the code is open for modification. If you have any questions on how any part of it works you can always reach out to us on Discord.
Before buying, please, check the Overview Section and the Known Issues Section of the documentation as well as the Technical details below!