HTrace SSGI is a fully dynamic screen-space global illumination system that aims for accurate and responsive indirect lighting with detailed secondary shadows.
For more details about this asset: Click Here
This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.
HTrace: Screen Space Global Illumination HDRP v1.3.0
“If possible, please buy the package to support the developer”
Description
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:
FAQ
Documentation
Comparison with native SSGI
Other HTrace Assets:
Need SSGI for URP as well? Get the SSGI Bundle and save 20%
All HTrace assets in Mega Bundle with a 40% discount
Get 15% off WSGI and AO if you own this asset
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 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 ReSTIR Validation algorithm that maximizes temporal responsiveness, while preserving small details and keeping indirect shadows sharp during spatial filtering.
• Scalability: provides an adjustable 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 casting and/or 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 Discord.
Technical details
Currently supported APIs are: DX11, DX12, Metal
Currently tested HDRP versions are: 14 and above
Currently tested Unity versions are: from 2022.2 to 6000.5
Limitations and Requirements:
Exclude Casting / Receiving options require Unity 6000.0 or newer.
Orthographic Camera is untested and not guaranteed to work correctly.
MSAA is untested and not guaranteed to work correctly.
Unity LTS releases are recommended; bug fixes for non-LTS versions are not guaranteed.




