Too helpful dude. Totally butthurted that still unity doesn't has any realtime GI solution and making best lighting result in unity is just so tough. Used hdrp ssgi, but doesn't seems too good to me. I need to override indirect light controller which don't give the appealing result. Not any near unreal. Thanks man. Subscribed.
Not sure what version of Unity your project is on but they reenabled Enlighten (in 2021.2 I believe) and it now works with HDRP and URP. You can now use it for real-time GI while they continue to develop their in-house solution that is apparently still in development
@@cjeff99 I don't think it's a good idea to use enlighten in urp and hdrp. Yes, They have reenabled it in 2021.2 which is now in beta. Unity has good habit of breaking things without implementing the alternates. Not risking.
@@irtezarahman5370 assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/upgen-lighting-hdrp-169744 If you haven’t checked out this asset give it a look. It’s a solid solution with a few limitations such as GI for directional lights only working in a limited area. I’ve used it in most of my current projects and have been satisfied with the results
Nice video, i just wanted to clarify that SEGI doesn't work with URP. The one that you show in your video is using the standard render pipeline not URP. Both of them (Universal and Standard) are different render pipeline.
SEGI is Cascade Voxel Cone GI. As the distance from the camera is relative to the camera, the size of the Voxel increases. Like SSGI and Lumen, they can be implemented in Unity if they are used complementary to each other, but they gave up.
Lumen is a multi-scale Dynamic GI. It is said to consist of three scales, but I do not know one, but SSGI and LPV are almost certain. Many companies use LPV for short distance and SSGI for long distance because superior quality and performance can be obtained. except for unity
No, I just added it the same as if in the standard render pipeline and in the video, try using unity 2021.1.10 or earlier, it may have broken for newer versions?
Thank you for the good lecture! However, I faced a problem that did not work when using SEGI in the URP project. - I used 2021.1.25f1 version (And I also used the 2020.3.0f1 version and it didn't work either) - I checked the Project Settings->Player->Other Setting->Rendering->color space->linear option. - In URP, the Rendering path setting option was not on the camera, so I couldn't do it. I checked the other options too, but SEGI is not working. Is it the Unity version problem? I'll be waiting for your answer ;)
I do not know I'm afraid. I'm also probably not the best guy to ask. The github is linked in the description, I recommend looking there to find troubleshooting tips.
It has become apparent that the SEGI does not work in URP :P sorry.
Too helpful dude. Totally butthurted that still unity doesn't has any realtime GI solution and making best lighting result in unity is just so tough.
Used hdrp ssgi, but doesn't seems too good to me. I need to override indirect light controller which don't give the appealing result. Not any near unreal.
Thanks man.
Subscribed.
Thanks so much man, it really means a lot :)
Not sure what version of Unity your project is on but they reenabled Enlighten (in 2021.2 I believe) and it now works with HDRP and URP. You can now use it for real-time GI while they continue to develop their in-house solution that is apparently still in development
@@cjeff99 I don't think it's a good idea to use enlighten in urp and hdrp. Yes, They have reenabled it in 2021.2 which is now in beta. Unity has good habit of breaking things without implementing the alternates. Not risking.
@@irtezarahman5370 assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/upgen-lighting-hdrp-169744
If you haven’t checked out this asset give it a look. It’s a solid solution with a few limitations such as GI for directional lights only working in a limited area. I’ve used it in most of my current projects and have been satisfied with the results
Nice video, i just wanted to clarify that SEGI doesn't work with URP. The one that you show in your video is using the standard render pipeline not URP. Both of them (Universal and Standard) are different render pipeline.
I haven't touched this project since I made this video, but I so remember URP did definitely work with segi. It may have broken since then though.
@@leonstansfield Did you set up urp correctly? Because if you only import from the package manager, you dont actually use urp.
We confirm
SEGI is Cascade Voxel Cone GI. As the distance from the camera is relative to the camera, the size of the Voxel increases. Like SSGI and Lumen, they can be implemented in Unity if they are used complementary to each other, but they gave up.
Thanks for the video, shame SEGI is depricated too.
Totally agree
Unless if there is a way someone can take the source code from SEGI's github and adapt it to HDRP
Lumen is a multi-scale Dynamic GI. It is said to consist of three scales, but I do not know one, but SSGI and LPV are almost certain.
Many companies use LPV for short distance and SSGI for long distance because superior quality and performance can be obtained. except for unity
SEGI only works in standart pipeline
How did you get SEGI to run on URP? Is there a separate URP version or add on? Works fine with built in but no luck on URP.
No, I just added it the same as if in the standard render pipeline and in the video, try using unity 2021.1.10 or earlier, it may have broken for newer versions?
bad news, i work with a unity helper dude and he stated that Unity plans to remove HDRP and combine it into Universal Render Pipeline
what, no way. Can you elaborate?
Thank you for the good lecture!
However, I faced a problem that did not work when using SEGI in the URP project.
- I used 2021.1.25f1 version
(And I also used the 2020.3.0f1 version and it didn't work either)
- I checked the Project Settings->Player->Other Setting->Rendering->color space->linear option.
- In URP, the Rendering path setting option was not on the camera, so I couldn't do it.
I checked the other options too, but SEGI is not working.
Is it the Unity version problem?
I'll be waiting for your answer ;)
I hope Unity also adds a map streaming system like unreal's World Partition to make large levels less of a pain
yeah! I love unity but some of those new UE5 tools looks super nice and tempting.
That isn't too hard to make in unity, terrain is already split into tiles. and async loading of terrain chunks is a super easy project.
There is already one for dots called subscenes
Great analyse. Well done ❤️
Why SEGI is giving compiling errors does it use opengl
I do not know I'm afraid. I'm also probably not the best guy to ask. The github is linked in the description, I recommend looking there to find troubleshooting tips.
Any chance for URP?
Last time I checked, SEGI worked fine on URP :)
@@leonstansfield ooh? Really