LUMINA GI HDRP: Real time Voxel Global Illumination is an asset that can apply true indirect lighting to a scene with easy setup. The system is fully real time and use sun & mesh shaped light sourcesIMPORTANT: The system requires Unity 2021.3 and above with HDRP renderer and due to the complexity and technical methods supports only LTS versions and has not been tested in Unity 2022. Also does not support VR, Mobile, Mac because uses Geometry Shaders, WebGL and Consoles.LUMINA HDRP due to the extra HDRP load requires DX12 to function in all GPUs due to the swapchain Unity bug in DX11. LUMINA GI HDRP: Voxel based Real time Global Illumination is a new system for true voxel based global illumination that will locally remain 100% stable, unlike screen space based solutions that flicker and have GI disappear when the camera moves or rotates and looking away from the light receiving objects. The system is fully real time and use sun & mesh shaped light sources and is based on the open source SEGI project (Standard Pipeline). LUMINA HDRP due to the extra HDRP load suggests use of DX12 to function in all GPUs due to the swapchain Unity bug in DX11. Also to see the effect correctly when enter play mode in editor, the scene view must be hidden or game view maximized. A DX11 mode is also now available in latest version as default, with DX12 as an optional mode.--------------------------------------------------------------------------------ARTnGAME OFFER: Upgrade to the new Environment Building Bundle from LUMINA GI HDRP with a discount!--------------------------------------------------------------------------------IMPORTANT: LUMINA GI HDRP can be upgraded from Sky Master ULTIMATE for a discounted price (more than 50% off) and from LUMINA URP ($9) !Make sure to first buy the Sky Master ULTIMATE asset and then upgrade to LUMINA GI HDRP to enable the discount. The two assets can be used together.--------------------------------------------------------------------------------IMPORTANT: LUMINA HDRP due to the extra HDRP load requires DX12 to function in all GPUs due to the swapchain Unity bug in DX11.The system requires Unity 2021.3 and above with HDRP renderer and due to the complexity and technical methods supports only LTS versions and has not been tested in Unity 2022. Also does not support VR, Mobile, Mac because uses Geometry Shaders, WebGL and Consoles.The system is targeting Windows desktop development, ideally for stronger machines, as the effect can be heavy, especially if not use the included optimization factors.IMPORTANT:Note this is the first Beta version of LUMINA GI HDRP: Voxel based Real time Global Illumination, the system will be in Beta phase for some time until all features are realized and has been tested more extensively. If you like the system please remember to leave a review, it helps a lot with the constant development and adding new extra features.For direct chat and help on any issue, please contact me via ARTnGAME Discord Channel or ARTnGAME support [E-mail].LUMINA Video Tutorial (HDRP).LUMINA Video Tutorial (URP).The system parameters are mostly same across URP and HDRP, the HDRP setup of the GI image effect is different and it is detailed in the manual PDF first pages and the HDRP video tutorial.More info on the official ARTnGAME Website and Lumina Forum Thread.LUMINA HDRP: True Voxel based Real time Global IlluminationFeatures:- Fully real time, true Global Illumination system for the High Definition Rendering Pipeline.- Voxel based solution (Not based on screen space) for zero local change of the lighting or flickering as the camera rotates and moves around.- Creates a volume representation of the scene, which can be used as a style as well, this aspect will be work in progress for offering a special stylistic voxel look of the whole scene directly.- Grabs color from both main color and object textures, for maximum realism.- Ambient Occlusion embedded to the GI solution.- Multiple optimizations factors (Full or Half resolution rendering of the effect - Low, High and Insane voxel resolution options - Cones number and lighting calculations steps - Update per a number of seconds or per distance travelled)- Easy setup, a single script on camera configures the pipeline and the effect directly, minor changes are required in the renderers after that setup, described in the manual and the Video Tutorial (URP) - LUMINA Video Tutorial (HDRP).- Supports big number of mesh shaped lights, mesh lights are configured with emissive color and texture, set HDR color powerto zero to stop the effect, above zero to cast light and the main color alpha to further control the light power.Roadmap (Some of the entries are TBD):- Support point and spot lights, though those can already be emulated by the mesh lighting system.- Finalize some experimental aspects like the integrated temporal AA.- Create a version of the system that will support cascades.- Create combined demos of LUMINA asset together with Sky Master ULTIMATE HDRP Weather system, for a complete atmospheric emulation showcase.IMPORTANT: The real time global illumination problem is generally a very complex and hard one, thus there is some considerations currently on the system, which will be mentioned here.The system uses Geometry shaders to calculate the voxelized space, thus is not compatible with any hardware that does not support Geometry Shaders, e.g. Mac PCs.The system is ideal for smaller spaces, where the voxelized space can be calculated only once and possibly be recalculated on the fly every time entering a new room, this is the ideal use scenario.The system can be used in realtime for infinite worlds with constant space voxelization and there is two ways to optimize, update the voxelization per distance or per time, or both together, keep in mind can be more taxing to get a smoother volume recalculation result in run time.Update per time will showcase a gap in lighting in moving objects, so is best used for very fast or slow moving items.The system supports only sun light source and local light sources through emissive materials, there is no direct support for spot and point lights casting GI.The system uses the Standard Pipeline to render the scene voxelized volume. The rendering is then diverted to the HDRP. Also the true transparent materials are not included in the GI solution, this aspect is work in progress and TBD if can be addressed in later updates.A cascaded version and integration with volumetric lighting are also in the works, those are not guaranteed to be finally included in the asset and depend on a lot of factors, main one is reception of the system and reviews and second is feasibility and usefulness assessment.The system requires Unity 2021.3 LTS and above with HDRP renderer and due to the complexity and technical methods supports only LTS versions and has not been tested in Unity 2022. Also does not support VR, Mobile, Mac because uses Geometry Shaders, WebGL and Consoles.LUMINA HDRP due to the extra HDRP load requires DX12 to function in all GPUs due to the swapchain Unity bug in DX11.