Bone Editor KT
Unity · 插件
HTrace WSGI 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. Useful Links: Documentation Other HTrace Assets: Need WSGI for HDRP as well? Get the WSGI Bundle and save 25% All HTrace assets in Mega Bundle with a 40% discount Get 15% off SSGI and AO if you own this asset Unity Forum | Discord \ YouTube Channel MAIN FEATURES: • All Rendering Paths: fully supports Deferred / Deferred+ / Forward / Forward+ rendering paths, with no visual or quality differences between them. • Dynamic Lighting and Objects: HTrace WSGI 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. • Advanced Denoising: HTrace WSGI 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. • 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. • Punctual Lights: HTrace WSGI supports Point and Spot light sources, fully accounting for their emission and shadows. • Sky Lighting & Occlusion: the sky itself functions as a dynamic light source, producing realistic lighting and physically accurate occlusion. • Open Code: the code is open for modification.HTrace WSGI URP supports the following 3rd party assets: The Visual Engine Before buying, please, check the Overview Section and the Known Issues Section of the documentation as well as the Technical details below! Voxelization has spatial limitations. There’s a tradeoff between voxel coverage and accuracy, but we provide different instruments for finding the right balance. Currently supported APIs are: DX11 & DX12. Currently tested Unity versions are: from 6000.1 to 6000.7 Limitations and Requirements: Orthographic Camera is untested and not guaranteed to work correctly MSAA is untested and not guaranteed to work correctly. Unity LTS releases are recommended; bug fixes for non-LTS versions are not guaranteed.