> For the complete documentation index, see [llms.txt](https://leogrieve.gitbook.io/adaptivegi/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://leogrieve.gitbook.io/adaptivegi/quick-start.md).

# Quick Start

### Install AdaptiveGI

AdaptiveGI requires a few core Unity Registry packages to function. If Unity prompted you to install/upgrade package manager dependencies and you accepted, you can skip this setup. To install the packages manually:

1. Open the Package Manager (Window > Package Manager).
2. Change the package source in the top left of the package manager window to "Packages: Unity Registry"
3. Install the latest version for each of the following packages, some of which may already be installed depending on Unity version: "Mathematics", "Burst", "Collections", and "Shader Graph"

### Scene Setup

Right click in the hierarchy and navigate to Adaptive GI > Adaptive GI to create the core GI manager.\
On this component you can find all the system's settings such as performance settings, visual settings, etc.\
AdaptiveGI uses Unity's physics colliders for ray casting. This means any object you want to have contribute to GI needs to have a collider attached.\
Objects without colliders can still receive GI, they just won't influence the environment.\
You can use the GI Mask setting on the Adaptive GI manager to choose what physics layers you want to affect GI.

{% hint style="info" %}
IMPORTANT: Make sure that Burst compilation is enabled in Jobs > Burst > Enable Compilation
{% endhint %}

### Rendering Setup

From this point setup differs depending on what render pipeline your project uses:

### **Universal Render Pipeline:**

{% embed url="<https://www.youtube.com/watch?v=57Yna9PZM8M>" %}

Depending on whether your URP project uses deferred rendering or not you need to do one of two things to get AdaptiveGI to render:

1. **Deferred/Deferred+ rendering**   \
   If your project uses deferred/deferred+ rendering, all you have to do is go to your render pipeline asset's renderer and add the Adaptive GI Renderer Feature.

{% hint style="info" %}
IMPORTANT: The Adaptive GI Render Feature is only supported in Unity 6 and above. In older Unity versions, perform the Forward/Forward+ setup.
{% endhint %}

2. **Forward/Forward+ rendering**   \
   If your project uses either Forward or Forward+ rendering, there is some manual shader/material conversion required.   &#x20;This is due to the lack of a GBuffer when using Forward rendering.   \
   For all the materials in your project using a base Universal Render Pipeline shader, you simply need to select all the materials you want to convert and navigate to Tools > Adaptive GI > Convert Selected Materials to Adaptive GI Compatible Shaders.   \
   For any materials using another custom shader, please refer to the page below for the methods available to add AdaptiveGI compatibility to custom shaders.

{% content-ref url="/pages/v2Dj9S3zOrUW4TSlhT29" %}
[Custom Shader Compatibility](/adaptivegi/custom-shader-compatibility.md)
{% endcontent-ref %}

### High Definition Render Pipeline:

{% embed url="<https://www.youtube.com/watch?v=uQqlZVcmvXg>" %}

{% hint style="info" %}
IMPORTANT: AdaptiveGI only supports setting the "Lit Shader Mode" in your HDRP Asset to "Deferred Only"
{% endhint %}

After ensuring the Lit Shader Mode is set correctly, simply adding the Adaptive GI manager as described above to the scene is enough to get AdaptiveGI to render.
