This page has been translated automatically.
Setting Up Development Environment
Usage Examples
High-Level Systems
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.


This tab contains settings related to screen-space global illumination (SSGI).

Global Illumination Settings

Screen-space global illumination (SSGI) should be enabled via the Rendering mode panel (Rendering - > Features - > SSGI).
Quality Quality (number of the used samples) of the screen-space global illumination:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Quality = Low
Quality = Low
Quality = Ultra
Quality = Ultra
Resolution Resolution used for the screen-space global illumination:
  • Quarter — quarter resolution
  • Half — half resolution
  • Full — full resolution
Resolution = Quarter
Resolution = Quarter
Resolution = Full
Resolution = Full
Radius Determines the size of the region surrounding a particular sampling point:
  • By low values, each point affects only the points in the close range.
  • By high values, each point affects farther positioned points.
Radius = 0.5
Radius = 0.5
Radius = 1
Radius = 1
Intensity Intensity of SSGI:
  • By the minimum value of 0, the global illumination is the darkest.
  • By the maximum value of 1, the global illumination is the lightest.
Intensity = 0.2
Intensity = 0.2
Intensity = 1
Intensity = 1
Normal threshold Determines sensitivity of GI to normals. Normals affect ray intensity: smaller angle of incidence increases ray intensity.
  • By the minimum value of 0, normals are ignored.
  • By the maximum value of 1, normals are taken into account.
Normal threshold = 0
Normal threshold = 0
Normal threshold = 1
Normal threshold = 1
Last update: 2017-07-03
Build: ()