We didn’t communicate on this feature yet, because we still need to write a demo and some documentation about it. Also, keep in mind it’s not a full GI solution, as you could find in some games, for eg (more details in the doc to come)!
Regarding your PG:
- you must call
giRsmManager.addMaterial();
to enable all materials of the scene for GI rendering - you must call
rsm.updateLightParameters()
to make sure light parameters are calculated (I will make a PR to do it automatically whenrsm.addMesh
is called). - you should remove “skybox” and “groundbox” from the render list of the RSM, because these meshes are very big and will create a very big bounding box for the light, meaning the whole scene will be rendered only in a small part of the RSM the render targets
- GIRSM is not compatible with the pre-pass renderer, so I updated SSAO/SSR to use the geometry buffer renderer instead
Here’s the updated PG (it shows the GI contribution by default - comment line 174 to show the true rendering):
Note however that you won’t see a big difference in your scene. Here’s another PG that should demonstrate the effect a little better: