
A high performance global illumination pathtracing renderer built in unity for others to use with full support for rendering complex scenes without RT coresRequires Unity 2021+Note: while it is capable of it, this isnt really for realtime, instead its more for rendersBuilt from the ground up for others to use, this is a renderer that uses pathtracing to create realistic images. I have tried to design this to be customizable and easy to use.This is still heavily WIP, thus I highly encourage you to tell me about any ideas, issues, possible improvements, and things you wish were supported/changed.Also highly reccomend you check out my small discord for links to everything and how to contact me(about anything): https://discord.gg/4Yh7AZuhcDPlease consider becomming a supporter on patreon, as while my goal is to make this easily available to everyone and free, it takes a lot of time and effort to continue to work on this that I could be spending on something else(link in discord)Demo: https://drive.google.com/file/d/14v4RdvXi7jA6rLJgQOBo2lRWjBKkFYCj/viewMost images were rendered by YanusForum: https://forum.unity.com/threads/truetrace-released.1398313/Features:High Performance Compute Shader based path tracing without RT coresCompressed Wide Bounding Volume Hierarchy for High Performance Software RT(no RT Cores)No specific GPU vendor needed(this will run on integrated graphics if you so wish it, aka no RTX cores needed)Hardware RT Support for modern cardsFull Disney BSDF for materialsFull support for complex emissive meshesRuntime transform, add, and removal of objectsRuntime modifiable materialsASVGF for realtime denoisingOIDN for offline denoisingPBR Texture SupportNext Event Estimation with Multiple Importance SamplingSpherical Gaussian Light Tree or the Light BVH for Next Event EstimationSupport for all default unity lights(Using Next Event Estimation)Bloom, Depth of Field, AutoExposure, TAA, TonemappingPrecomputed Multiple Atmospheric Scattering for the skyObject Instancing(Without RT Cores)ReSTIR GI(cursed implementation)Simple upscaling abilitySupports Built-in, HDRP, and URPFull skinned mesh supportSupports deformable standard meshesSupports unity heightmap terrain and heightmap treesEnironment Map Importance SamplingRadiance CacheMaterial Preset SystemEfficient Panorama RenderingIES for spotlightsTrue Bindless texturing(Thanks to Meetem)Convolution Bloom(Not mine)Vulkan and Metal support(Your mileage may vary)Mesh slicing using SDFs(Does not modify meshes, for rendering cuts only, like cross-sections)EON and vMF diffuse modelsChromatic Aberation, Contrast/Saturation, Colored VignetteFull Multiscatter Fog(Not realtime)Orthographic Camera