A basic implementation of Screen Space Global Illumination (SSGI) for Unity URP.
- Low-resolution processing (1/4 resolution) for performance
- Horizon-based ambient occlusion for directional visibility estimation
- Global illumination is stored as irradiance encoded in 4 spherical harmonics (SH) coefficients + light color (ref. Half Life 2: Shading)
- Bilateral blur to denoise lighting while preserving edges (ref. Lords of the Fallen: Volumetric Lighting)
- Bilateral upscaling to reconstruct lighting at full resolution
- Designed for experimentation and learning rather than production use
This project is MIT License - see the LICENSE file for details