Shadows

Enable Shadows

Whether shadows are calculated or not. This has a moderate CPU and GPU performance cost. This effects not only GI, but also the ability of AdaptiveLights to cast shadows.

Shadow GI Intensity Multiplier

A multiplier on GI Intensity when shadows are enabled to account for overall brightness decrease. Tweak this value if you allow players to enable and disable shadows from an in-game settings menu.

Shadow Chunks Per Frame

How many chunks are voxelized each frame. Higher numbers update faster, but decrease framerates. Increase this only if you have a highly dynamic environment, or if your camera moves fast enough that nearby objects aren't being voxelized in time.

Shadow Voxelization Radius

The radius around each grid point that is checked for a solid collider when voxelizing. Higher values will increase AdaptiveGI's perceived thickness of walls. This can help improve light leaking in some scenarios by oversizing the voxel representation of objects.

Shadow Voxelization Mask

The physics layer mask to voxelize. If there are any layers that you don't want casting shadows, you can exclude them here.

Voxelize Scene On Initialize

Enabling this will increase initial loading times, but the entire scene will be voxelized and ready to cast shadows by the first frame. This is only really an option for small scenes, as large scenes take too long to voxelize.

Shadow Chunk Size

The size in voxels of each shadow chunk. Increasing this heavily impacts CPU performance but allows for a much larger area to cast shadows.

Shadow Chunk Update Radius

The radius in chunks to update voxels. Increasing this doesn't impact performance but does increase the time between each voxelization pass.

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