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20261021-1049-46.4294861.mp4
Highlights
Gaussian splats can now be relit by Unity's directional, point, and spot lights with the new Gaussian Relighting component. No proxy mesh is needed.
Added
- Gaussian Relighting component with Volume (default) and Proxy Mesh modes; switching modes keeps both setups.
- Volume mode treats each Gaussian as a small oriented surface, automatically combines up to four affecting lights with Unity-style falloff, and adds soft self-shadowing from an opacity field.
- Opacity-field status and Rebuild Gaussian Opacity Field button in the inspector.
Fixed
- Volume relighting no longer rebuilds its opacity field every frame when the field cannot be built; lighting continues without self-shadows.
- Lower memory use: the opacity field is built in temporary native memory that is freed right away, and renderers using the same asset and settings share one 3D texture.
- Lower GPU cost: lights that don't reach a splat skip shadow tracing, tracing stops once a ray is fully blocked, and per-renderer values are computed on the CPU.
Compatibility
- Renderers in Volume mode are drawn separately, so cross-renderer merged sorting is disabled for them.
- Volume mode samples a 3D texture in the vertex shader (Metal, Vulkan, OpenGL ES 3, WebGL2). Devices without R8 3D-texture support get lighting without self-shadows.
- For large captures on mobile, use Shadow Steps 4–6 and Automatic Light Limit 1–2.
Install
"com.arloopa.unitysplats": "https://github.com/arloopa/UnitySplats.git#v2.0.0"