Visuals

GI Mask

This layer mask determines what physics layers AdaptiveGI should interact with. If your project has layers dedicated to triggers, transparent objects, etc. then you can exclude them here, otherwise this should be set to Everything.

GI Probe Mask

This layer mask is a subset of the above layer mask that determines what physics layers GI Probes are allowed to spawn on. This should usually be set to Everything. An example where you may want to exclude layers from this would be any time you have an invisible wall that you want to contribute to GI, but don't want GI Probes spawning on top of.

GI Intensity

The intensity of the global illumination. This is a flat multiplier on any indirect intensities set on individual lights.

GI Color Bounce Intensity

An interpolation factor between 0 and 1 for color bleeding. Values lower than 1 will make color bleeding less noticeable.

GI Importance Ray Intensity/Count

These settings allow you to illuminate dark corners of a scene that should be getting some indirect illumination, without incurring the performance cost of increasing GI Ray Count.

GI Normal Power

When GI Probes are automatically placed, they are placed facing away from the surface normal. This value determines how much this surface normal affects GI. Higher values create higher contrast between shadowed and lit areas. Lower values create smoother GI that reaches around corners easier.

GI Power

The attenuation power of global illumination. Should always be kept at 1 unless you are trying to achieve a specific visual style. Values lower than 1 are not physically correct.

GI Range

The range of each GI Probe, relative to Probe Resolution. Higher values allow GI to reach further away from a direct light source.

GI Deadzone

The deadzone around each GI Probe. Higher values increase the area around each probe where attenuation doesn't change, thus decreasing contrast. Conversely, lower values increase contrast, at the cost of potentially splotchy GI.

GI Shadow Strength

The strength of shadows cast by GI Probes. Lower values will introduce light leaking, thus reducing contrast. Should generally be kept at 1 unless you are trying to achieve a specific visual style.

GI Shadow Softness

How much light is allowed to leak through walls, creating soft shadows. Higher values will introduce light leaking. This differs from GI Shadow Strength in that GI Shadow Strength will allow all light through at the same percentage, while GI Shadow Softness is effectively the transparency of each layer of wall, allowing shadows to differ in strength depending on the thickness of nearby geometry.

GI Shadow Depth Bias

This determines how far into a wall light is allowed to penetrate before being stopped entirely. Higher values reduce self-shadowing artifacts.

GI Shadow Start Bias

This determines how far from a GI Probe shadows begin being cast. Should almost always be kept at 0 unless actively having problems with very complex geometry causing self-shadowing artifacts.

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