LUMINA GI 2026 URP Real time Voxel Global Illumination is an asset that applies true indirect lighting to a scene with easy setup. The system is fully real time and use sun & meshes as light sources.
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This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.
LUMINA GI 2026: Real-Time Voxel Global Illumination v2.6.5 (Latest version)
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Description
IMPORTANT: LUMINA GI 2021 is for Unity 2021. For Unity 2022.3 and 6000.0 LUMINA GI 2026 should be used. This version also works in Unity 6.3 and 6.5, as detailed in the manual. LUMINA GI 2026 is included in Sky Master Bundle and Environment Building Bundle (currently -50% off).
LUMINA GI 2026: Voxel based Real time Global Illumination is a new system for true voxel based diffuse and specular global illumination in Universal Pipeline that will locally remain fully stable and respect off screen lights.
The system is fully real time and does not require any form of baking like SDF solutions or change of scene materials and uses sun, local & mesh shaped light sources. The mesh lights are ideal to emulate true soft shadows with fading edges. It supports infinite light bounces with super fast convergence response for true real time light changes and optimizations for extreme performance (420fps Radeon 6750XT GPU).
The system also includes an integrated ambient occlusion module, a world space voxel based reflections module (Video 1 – 2 -3 – 4) and the coming soon fluid fire & smoke module (Video). The system directly integrates with the Sky Master ULTIMATE time of day, volumetric clouds (Video) & lighting (Video) systems. A ready combined pipeline is provided on request for the integration for users of both assets.
IMPORTANT NOTE ON UNITY 6.3 LTS:
The system works in the very new Unity 6.3 LTS, using the included Lumina Unity 6.3 sample pipeline (“New Universal Render Pipeline Asset MINIMAL GI CAVITY Native URP UNITY6_3”) and renderers assiged in that pipeline for the voxelizaton that use the native URP voxelizer (“VolumeLitSEGIPreRender 1 Cascade MAIN”), by disabling the “use BiRP renderer” checkbox in Lumina script. Use the demos in “MAIN DEMOS”->”Unity 6.3 LTS” folder for the demo scenes ready for use with the URP Native voxelizer. (LUMINA 2026 quick setup in Unity 6.3)
IMPORTANT: The system requires Unity 2022.3 and above. Due to the complexity and technical methods supports only LTS versions and uses the BiRP pipeline for the scene voxelization, with a URP alternative as option. Also does not support VR, Mobile, Mac because uses Geometry Shaders, WebGL, OpenGL and Consoles. Also has not been tested in special case modes like DOTS plus BRG, Resident Drawer that uses BRG and instancing based shaders.
The system is targeting Windows desktop development, ideally for stronger machines, as the effect can be heavy, especially if not use the included optimization factors.
IMPORTANT:
Note this is the first version of LUMINA GI 2026: Voxel based Real time Global Illumination, the system will be in development phase for some time until all features are realized and has been tested more extensively in the new URP RenderGraph. If you like the system please remember to leave a review, it helps a lot with the constant development and adding new extra features. LUMINA is based on the open source SEGI project, that is made for the Standard BIRP Pipeline.
All assets offcially support the Unity LTS versions cycle they have been uploaded to store with. Currently Unity 6 new URP Render Graph pipeline (in Forward, Forward+, Defferred and Defferred+) is supported through LUMINA 2026. Note that the new URP Render Graph pipeline is a totally new and different pipeline than the normal URP, so all effects had to be re-written from scratch for the new platform.
Features:
– Fully real time, true Global Illumination system for the Universal Rendering Pipeline.
– Voxel based solution (Not based on screen space) for zero local change of the lighting or flickering as the camera rotates and moves around.
– No baking or preprocessing of any kind is required. The system is not using SDFs, any kind of scene light or reflection probes and everything is in real time, supporting procedurally changing geometry and worlds.
– Creates a volume representation of the scene, which can be used as a style as well, this aspect will be work in progress for offering a special stylistic voxel look of the whole scene directly. Requires the Standard Built In BiRP pipeline for the voxelization and offers a URP native voxelizer as option.
– Grabs color from both main color and object textures, for maximum realism.
– Ambient Occlusion module embedded to the GI solution.
– Multiple optimizations factors (Full or Half resolution rendering of the effect – Low, High and Insane voxel resolution options – Cones number and lighting calculations steps – Update per a number of seconds or per distance travelled)
– Easy setup, a single script on camera configures the pipeline and the effect directly, minor changes are required in the renderers after that setup, described in the manual and the Video Tutorial.
– Real time World Space Reflections module using the voxelized world solution.
– Point and spot lights GI as experimetal feature, in addition to mesh lights.
– Cascades system that support three cascades each covering a larger part of the world with larger voxel size and one close up for maximizing detail, as experimetal feature.
– Integrated Temporal AA in the RenderGraph version. Two external separate temporal AA solutions are also included in the latest version, that allow lowering a lot the step count.
– Supports very big number of mesh shaped lights, mesh lights are configured with emissive color and texture, set HDR color power to zero to stop the effect, above zero to cast light and the main color alpha to further control the light power. The light mesh can be inserted only in the GI solution by layer, thus create hidden light sources of any shape.
– Full layer based control of the items that are voxelized and cast GI, allowing to use different geometry for the GI or exclude smaller items that not contribute or are not desired to contribute to the GI.




