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A fully-dynamic voxel-based global illumination system for Unity

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Hey, With the HD SRP around the corner and having checked it out myself. Unity is moving closer to photorealism. and closer to Unreal like graphics . And our current...

Best and simple solution for performant global illumination for standard pipeline! but none for new pipelines. Do you plan make for URP and HDRP ? both of have deferred rendering.

Hi Cody, first of all, I'd like to thank you for giving away such an awesome piece of software for free. We are using it in the latest version of...

Hi,sonicether.This addon is amazing. I found in SEGI.cs, the high setting is 256.I have tried to increase the number to 512 or more.But the result doesn't change. public enum VoxelResolution...

If someone digging into the code can figure out how to get SEGI working in VR that would be a huge boon :)

Hi, i was setting my scene up with SEGI when i realised that i had really strange shadow issues with Ethan (and every other mesh renderer). The size of the...

Dimensions of color surface does not match dimensions of depth surface UnityEngine.Camera:RenderWithShader(Shader, String) SEGICascaded:OnPreRender() (at Assets/SEGI/SEGICascaded.cs:1097)

Billboard particles don't face the direction of the camera. After changing Render Alignment in the Particle System to World, problems like random spazzing stopped happening, but the particles still don't...

![mvut 3 0 gk0oxf lwp x](https://user-images.githubusercontent.com/5172646/32415600-336b328e-c277-11e7-8e77-01ce40fbc81b.png) when i create a particle system and use additive shader, can't disable patricle ao on scene. ![image](https://user-images.githubusercontent.com/5172646/32415667-296a6fce-c278-11e7-9651-bf4512cdd310.png)