Hyper Probes - URP Baked Raytracing & Lighting
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Hyper-Probes adds fancy graphics to URP for high end hardware, and it allows you to scale it down in one click, even if you use it with custom shaders.Built for Unity 6 URP on Forward RenderingWebGL & WebGPU do not support radiance volumes currently. The fast raytracing approximation does work though.Untested on: Console, VR, Native mobile (does work on Android through Browser WebGL including with the fast raytracing approximation [albeit with the afformentioned issue])Need help? Ask us on the forumHyper Probes is a multi-purpose graphics system that runs in Unity 6 URP (Designed for Forward rendering only). Every feature revolves around & takes advantage of Hyper Probes - Special reflection probes which store reflection data, indirect lighting data, and depth information. Featuring a fast raytracing approximation & a custom baked indirect lighting which takes advantage of the hyper probe data to bake faster than the regular baked lighting system.No AI Generated code or assets included.[OFFICIAL GUIDE VIDEO][TRY OUT THE TECH DEMO (No Download)][ASK FOR HELP/SUPPORT]Major featuresFast Raytracing Approximation for realistic 3D reflections + Does not require dedicated raytracing hardware.Custom baked indirect lighting (bakes faster than Unity's built-in system; the output is more physically accurate than Unity's built-in baked lighting system; it denoises automatically without AI denoising or upscaling)Bake indirect lighting at runtime. (Great for user-generated content)Radiance Volumes for indirect lighting on dynamic objects (not dynamic GI)Scale raytracing effects to low-end hardware in ONE CLICKSupports Custom Shadergraph Shaders with a custom lit node + Includes a Raytracing node for ShadergraphIncludes a custom Screen-Space Ambient Occlusion effect designed to work with this system but works in regular URP as wellSUPPORT PAGE AVAILABLE IF YOU NEED HELPOther stuffFree Demo --> Try a demo for FREE (No Download required)Includes small demo scene in the asset, plus there is an optional more expansive Office demo scene which you can download here --> Office Demo scene (scroll down)Manual Included (Both HTML & PDF version included with purchase) & Video Guide availableSometimes it's good to hear "No":No temporal effectsNo screen-space reflections (reflections that disappear when you look away)And NO AI GENERATED CODE OR ASSETS INCLUDED(Click Technical Details below to view a more detailed explanation of how the features work)This segment gives a little bit more detail as to how each major feature works. In the screenshot gallery, you can also find a tutorial video on how to use Hyper Probes.Hyper ProbesHyper Probes are special reflection probes which include color data, indirect lighting data, and depth data. These are used to quickly approximate raytracing by raymarching the depth information to calculate a hit. Because the raytracing approximation calculates based off of the information stored in the hyper probes, dynamic objects will not appear in the reflections unless if the scene is re-baked with them in it.Fast Lightmap BakingUsing the information stored in the hyper-probes, mipmapping, and looping through the same textures to remove the exponential slowness of multiple light bounces, this system includes a custom indirect baked lighting system which bakes significantly faster than Unity's built-in system. It even even bakes at runtime ->Runtime bakingWith one function, You can re-bake the Hyper Probes while your game is running, even if the project is built. No raytracing hardware necessary. Please note: it will at least stutter the game momentarily, even on high-end hardware. Best used for games or apps where users can build things or with day-night cycles. You can also bake radiance volumes at runtime ->Radiance VolumesInstead of Unity's built-in "light probes" (spherical harmonics) this system includes almost completely accurate global illumination on Dynamic objects. This works by baking the light that passes through a 3D volume, and then mapping that onto the dynamic gameobject based off its surface normals. Radiance volume data can also be sampled in shadergraphThese use compute shaders which means this cannot run in WebGL. Instead it will display grey or black.Shadergraph SupportIncludes a custom lit BRDF Shadergraph node that allows you to make full lit shaders in regular URP Shadergraph. Oh, and it also comes with a dedicated Raytrace node, so you can shoot a ray anywhere (nearby) in the scene. And, the raytrace node includes a [Scope] setting in the raytrace, which allows for effects like rough surfaces or frosted glass. AND any usage of the raytrace node will fall-back to a significantly less expensive fallback option if you press the button to scale to low end devices.Speaking of shaders: The main material shaders it includes are a standard roughness, metallic, normal, albedo, and emissiveness Lit shader, a version of the Lit shader but with Unity's default texture packing, and a Lit Clearcoat Shader.Instantly scales to low end devicesThis system was built in URP for the ability to build cross-platform apps and games which simultaneously look good on high end machines and run well on low end devices. Unfortunately, the raytracing approximation uses still uses a decent amount of processing power to calculate which is not suitable for low-end devices. Luckily, since the Hyper Probes contain regular reflection probe data, in one toggle you can switch ALL uses of the raytracing system into a significantly faster fallback which uses standard cubemaps reflections. This does not require any additional baking, just one little toggle.BONUS: Custom Screen Space Ambient Occlusion EffectThis system includes a free optional custom Ambient Occlusion effect which was designed with this lighting system in mind. It's especially great for dynamic objects.

