About HTrace: World Space Global Illumination HDRP – Unity Editor Tool & Plugin
Unity Global Illumination and World Space GI
HTrace: World Space Global Illumination is a fully dynamic software ray-tracing system for diffuse indirect lighting with infinite light bounces. It uses hybrid screen-space and world-space tracing, real-time scene voxelization, an irradiance cache, and advanced denoising to calculate indirect lighting without baking or asset pre-processing.
Dynamic Global Illumination
HTrace WSGI supports environments where objects, materials, and lighting change at runtime. Moving objects, including skinned meshes, participate in global illumination and can cast and receive indirect lighting and shadows. The rendering pipeline integration automatically injects required resources without manual resource setup or package customization.
World Space Lighting Features
Hybrid Software Ray Tracing using screen-space and world-space data
Real-Time Scene Voxelization with GPU-driven acceleration structures, time-sliced voxelization, adaptive culling, and mesh LOD control
Irradiance Cache using a spatial hash structure for infinite light bounces
ReSTIR GI with temporal and spatial denoising passes
Emissive surfaces acting as indirect light sources with no stated upper limit on emissive lights
Point and Spot light sources with emission and shadow calculations
Dynamic sky lighting and occlusion
Unity Adaptive Probe Volumes used as a ray-miss fallback and for accelerating multi-bounce calculations
Voxelization and Shader Support
Voxelization supports Lit, LayeredLit with its first 2 layers, TerrainLit with its first 4 layers, Unlit, and SpeedTree shaders out of the box. ShaderGraph and custom shaders are supported when they follow Unity's naming conventions, while the material evaluation code can be modified and extended.
Compatibility and Integrations
The asset supports DX11 and DX12 and has been tested with HDRP versions 14 and above and Unity versions from 2022.2 to 6000.5. The render-pipeline compatibility configuration specifies Unity 2022.3.62f3 as compatible with HDRP and not compatible with the Built-in Render Pipeline or URP.
InTerra
The Visual Engine
DLSS 4
FSR 3
XeSS 2
Additional Technical Details
GPU instancing through RenderX functions and native instancing for Terrain Trees and Terrain Details
Custom instancing shaders are supported
Single Pass VR support is experimental
Orthographic cameras are 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
Use Cases
HDRP environments requiring fully dynamic diffuse indirect lighting without baking
Scenes with moving objects and skinned meshes that need to participate in indirect lighting
Projects using emissive surfaces, Point and Spot lights, and dynamic sky lighting as lighting sources
HDRP projects where world-space voxelization and multi-bounce indirect lighting are part of the rendering workflow