Work in progress. These docs are new and are likely missing a lot of info. If you notice something wrong or missing, open an issue. PRs are welcome as well.

Global illumination

Global illumination is indirect light: light that bounces off surfaces. Hyperion supports several techniques, from fully baked to realtime ray traced.

Options

What What it does Needs HWRT?
Lightmaps Baked bounce light for static geometry. See baking.
SSGI Bounce light worked out from what's on screen.
SSR Reflections from what's on screen.
HBAO Soft shadows in corners and crevices.
DDGI Realtime bounce light from ray-traced probes.
RT reflections Ray-traced reflections, including things that are off screen.

These can be combined. A typical setup is baked lightmaps and probes, with SSR and HBAO on top.

Toggles

Each has a console variable. Toggle them from the console; defaults are set in Config/EngineConfig.json:

CVar Controls
Rendering.LightmapVolumes Baked lightmaps
Rendering.SSGI SSGI
Rendering.SSR SSR
Rendering.HBAO HBAO
Rendering.DDGI DDGI
Rendering.RayTracing.RayTracedReflections RT reflections

DDGI and ray-traced reflections also have to be enabled per world, under World Settings in the gear menu.

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