Sunfall Global Illumination is a Screen Space Global Illumination solution for Unity that aims to fine/high frequency detail to your scene’s lighting.Forum Thread | Discord Server | Documentation | Web SiteSunfall 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 complexityCan't run on VR but support is planned.DirectX 11 (+ equivalent APIs) or better capable hardware is required.Sunfall Global Illumination only works on Deferred Rendering path, on Built-in Pipeline. Support for other SRPs coming in the futureOfficially tested for 2019.4 LTS and 2020.3 LTS