What if URP was similar to HDRP? Looking for a real-time GI and occlusion solution that also runs on mobile? Look no further! MF.SSGI is easy to use, highly customizable, and runs on all platforms.
Description MF.SSGI is a screen space global illumination solution that increases productivity and visual fidelity. Not only does it look great, but you can save valuable production time by replacing baked GI and light probes with real-time SSGI.
Play the WebGL demo here.
(For PC, make sure to run the browser on a dedicated AMD/NVidia GPU)
Thanks to the highly optimized HLSL Shadermodel 3 code, it runs on older hardware and does not require ray tracing (RTX/RX). This provides broad platform support across all major graphics APIs. This makes MF.SSGI unique compared to its competitors.
– Tested Unity versions:
It’s also a great solution for Unity projects with dynamic environments where light baking is simply not possible. A common question is, “What happens if the light source moves off-screen?” No need to worry. Thanks to the reflection probe fallback feature, off-screen light sources are still processed.
Art settings are completely separate from quality settings and can be easily adjusted for each post-process volume override. This allows settings to be changed per scene or area, and platform-specific quality settings are externalized in a Scriptable object.
The visual debugger gives you a clear view of what’s going on under the hood, making it easy to test and improve your writing. This optimizes quality and speeds up development.