Code modules
Lumicraft (Runtime, PostConfigInit): the GI render passes
LumicraftRuntime (Runtime): GI Light, Light Sensor, Paint Volume, Baked GI, presets, the subsystem and the Blueprint functions
LumicraftEditor (Editor): the Project Settings page and the project setup check
12 C++ classes and 15 shader classes. No Blueprints; the content is an example map, two presets, a translucency material function and an example glass material. Network replication: not applicable (rendering only).
Platforms. Windows, tested with DirectX 12, DirectX 11 and Vulkan. Linux builds but has not been run. Unreal Engine 5.6, 5.7 and 5.8.
Important notes
Deferred renderer only: with Forward Shading on, the engine never calls a GI plugin.
Needs Generate Mesh Distance Fields (on in new projects) and Global Illumination scalability Medium or higher. The setup check fixes the project settings with one click.
Emissive light counts once the camera has seen the surface, and fades out shortly after it stops seeing it.
No sharp reflections of its own (rough ones are optional): keep Screen Space Reflections and reflection captures.
Documentation: https://apps.tessaroapps.com/lumicraft/docs/
Free demo (Windows): https://github.com/filipetessaro/lumicraft-demo
Support: contato@tessaroapps.com