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Voxel GI / reflections experiment

Jed037 May 18, 2026 20:52
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Stupid simple experiment. Just toying around to see if this is feasible for a semi-dynamic enclosed small environment. Voxelization is "hacky" since it does not really take in mesh geometry (tris + verts), but instead uses the renderer's AABBs instead. Works really well for AABBs but breaks if there is anything rotation or complex geometry. Also uses cone-tracing by first blurring the voxel texture's mips over multiple passes starting from the largest. This is then sampled in the shader to calculate diffuse and specular terms (diffuse being a cone trace in the direction of the fragment normal and specular being the reflected view direction of the camera based on fragment normal). Ideally this would inject these terms into the URP shading itself but that would require modifying the source code (which I did manage to do) but it is a very hacky solution (and this is what is shown in the video). Next steps would be to speed this up using incremental updates / temporal accumulation and improve the naive cone tracing algorithm.
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