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UnitySplats 2.0.0

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@GrishTad GrishTad released this 21 Oct 11:00
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"