FGI Concepts
- Last UpdatedJan 24, 2023
- 1 minute read
The First-bounce Global Illumination (FGI) rendering pipeline simulates lights and shadows in realtime.
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The ambient part of the lighting equation is precalculated using LightProbes that capture the scene's Global Illumination.
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The diffuse and specular part of the lighting equation are calculated in real-time by placing Lights inside the Scene.
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The shadows are calculated using Cascaded Shadows Maps (CSM).
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You can add Shadows Maps on top of, or instead, the Cascaded Shadows Maps.
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Each of these parts can be turned on or off. Therefore, this pipeline can be used to render without any real-time lighting.
Requirements
The FGI pipeline requires that meshes are using the new Shader nodes (and not the old shaders, such as VcTxt).