HTrace: Screen Space Global Illumination HDRP – Unity

HTrace SSGI doesn’t require any kind of baking or asset pre-processing and is designed to work out of the box with little to no tweaking.

 

Useful Links:

  • target=”_blank”>FAQ
  • target=”_blank”>Documentation
  • target=”_blank”>Comparison with native SSGI

 

Other HTrace Assets:

  • Need target=”_blank”>SSGI for URP as well? Get the target=”_blank”>SSGI Bundle and save 20%
  • All HTrace assets in target=”_blank”>Mega Bundle with a 40% discount
  • Get 15% off target=”_blank”>WSGI and target=”_blank”>AO if you own this asset

 

Contact Us:

target=”_blank”>Unity Forum | target=”_blank”>Discord target=”_blank”> \ target=”_blank”>YouTube Channel

 

MAIN FEATURES:

 

• Full Integration into the Rendering Pipeline: automatic resource injection with no need for manual setup or package customization. HTrace SSGI overrides native indirect lighting resources, ensuring compatibility with other rendering effects.

 

• All Rendering Paths: fully supports Deferred / Deferred+ / Forward / Forward+ rendering paths, with no visual or quality differences between them.

 

• All Light Sources: compatible with all light types, including emissive materials that function as actual light sources and cast indirect soft shadows. Performance remains unaffected by the number of lights in the scene.

 

• Dynamic Environments: designed for fully dynamic and procedural environments where objects, materials, and lighting can change in real time with no extra performance cost or preprocessing.

 

• APV Fallback & Enhancement: natively supports Adaptive Probe Volumes as a target=”_blank”>fallback option. Enhances APV output by reducing light leaks and noise from low-resolution bakes, while adding fine GI details and occlusion from both static and dynamic objects.

 

• Advanced Denoising: powered by a cutting-edge target=”_blank”>ReSTIR Validation algorithm that maximizes temporal responsiveness, while preserving small details and keeping indirect shadows sharp during spatial filtering.

 

• Scalability: provides an adjustable target=”_blank”>Render Scale parameter for downscaled rendering, along with a wide range of options to fine-tune the effect and balance speed with quality.

 

• Infinite light bounces: simulated through a feedback loop, with each frame capturing an additional bounce of light.

 

• Render Layer Mask: selectively exclude objects from target=”_blank”>casting and/or target=”_blank”>receiving indirect lighting on a per-layer basis via the Render Layer Mask.

 

• VR Support: single-pass VR is supported.

 

• Open Code: the code is open for modification. If you have questions about how it works, feel free to reach out to us on target=”_blank”>Discord.

 

Before buying, please, check the target=”_blank”>Overview Section and the target=”_blank”>Known Issues Section target=”_blank”> of the documentation as well as the Technical details below!

Home Page: _https://assetstore.unity.com/packages/tools/level-design/htrace-screen-space-global-illumination-hdrp-336900