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Publisher

Passeridae

Please Note

This entry is from Tuesday November 12, 2024. The price of the asset may have changed since then.
Please visit our homepage for recent offers and sales. Official and private Unity Asset Store™ sales usually last about 14 days.

Overview

HTrace doesn’t require any kind of baking or asset pre-processing and is designed to work out of the box with little to no tweaking. Sponza Demo can be downloaded here.


MAIN FEATURES:


- Full Integration into the Rendering Pipeline: automatic resource injection that doesn’t require manual setup or package customization. HTrace overrides native indirect lighting resources, ensuring compatibility with other rendering effects.


- Dynamic Lighting and Objects: HTrace supports fully dynamic environments where objects, materials, and lighting can be changed in real time. All moving objects, including skinned meshes, participate fully in global illumination, casting and receiving indirect lighting and shadows.


- Hybrid Software Ray Tracing: a two-stage tracing algorithm that leverages both screen-space and world-space data to deliver per-pixel lighting response and accurate indirect shadows. No special hardware is required.


- Real-Time Scene Voxelization: a flexible, GPU-driven voxelization system for building a world-space tracing acceleration structure on the fly. Comes with an advanced time-sliced voxelization, adaptive culling & mesh LOD control.


- Irradiance Cache: provides infinite light bounces in world-space by automatically caching lighting data in a spatial hash structure.


- Emissive Lights: all emissive surfaces can act as real light sources, casting indirect shadows and contributing fully to global illumination. There’s no upper limit on the number of emissive lights.


- Sky Lighting & Occlusion: the sky itself functions as a dynamic light source, producing realistic lighting and physically accurate occlusion.


- Advanced Denoising: HTrace uses cutting-edge denoising and sampling techniques, like ReSTIR GI, with temporal and spatial passes to reduce noise even in complex lighting scenarios. Special care is taken to preserve high-frequency details such as contact shadows and normals.


- Open Code: feel free to modify it. If you have any questions on how any part of it works you can always reach out to us on Discord.


Before buying, please, pay attention to the following details:


Check the Known Issues section of the documentation to better understand current limitations and workarounds of the system.


World-space tracing currently supports the following light sources: Directional Light, Sky and Emissive materials. Support for punctual light sources (point, spot, etc.) is planned.


Voxelization has spatial limitations. There’s a tradeoff between voxel coverage and accuracy, but we provide different instruments for finding the right balance.


Voxelization supports these shaders out of the box: Lit, LayeredLit (first 2 layers), TerrainLit (first 4 layers), Unlit, SpeedTree. ShaderGraph and custom shaders are supported as long as they follow Unity’s naming conventions (e.g. _BaseColor). The material evaluation code is open for easy modification and extension.


Terrain is currently supported only in non-instanced mode (instanced support is planned).Terrain Trees are supported in both instanced and non-instanced modes.


Our goal is to improve the asset through rapid and iterative updates, so if you found a bug or something isn’t working as you expected - please, contact us on Discord. We will do our best to resolve the issue.


Feel free to use the Unity forum thread and Discord for direct communication and bug reports.

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