Godot 4.0 Liminal spaces Testing SDFGI Volumetric Fog SSAO SSR

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SDFGI stands for Signed Distance Field Global Illumination. It means this technique makes heavy use of Signed Distance Fields (an euclidean distance based representation of the signed distance function of a grid) to create this lighting.

SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). It's enabled and it automatically works by generating global illumination for static objects. It does not require raytracing, and it runs in most current (and some years old) dedicated GPUs, even medium-end budget CPUs from some years ago (SDFGI was developed and tested on a GeForce 1060, running at a stable 60 FPS).

Light changes are real-time, meaning any change in lighting conditions will result in an immediate update. Dynamic objects are supported only for receiving light from the environment, but they don't contribute to lighting. Some degree of support is planned for this eventually, but not immediately.

SDFGI also supports specular reflections, both sharp and rough, so full PBR scenes should "just work"

Emissive lighting is also supported, so materials with emission channel will fully work with SDFGI, providing lighting to the scene.

SDFGI is mostly leak free, unlike VCT techniques which are the most common in use today (like SVOGI/GIProbe/etc). As long as walls are thicker than a voxel for a given cascade, light won't go through.

How do you use it?
Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. That's it.

There are some options to customize SDFGI:

Cell size: Shows the base cell size of the nearest cascade. Each further away cascade duplicates the size, allowing very large view distances that support global illumination.
Multiple Bounces: Enable a feedback loop, which simulates multiple bounce lighting.
Occlusion: Generates occlusion information between the probes, to avoid light leaks in walls. Occlusion generally works well, but you must ensure that walls are thicker than a voxel at the cascade they are rendering to in order to avoid light leaks. It has a small cost when enabled.
Read Skylight: Allow sky to contribute to lighting/
Y Scale: Trades horizontal detail for horizontal range. This is very useful for scenes with interiors.
There are also some new debug modes to visualize how SDFGI is working:

SDFGI Cascades: Show the world as SDF, helps you understand what voxel sizes are, so you adjust your geometry to work better with those voxel sizes.
SDFGI Probes: Shows where probes are (only near cascade for now), helps you understand where your geometry is reading lighting from. If an areas has less probe density, it may get wrong occlusion.

try out this map on your godot https://github.com/Calinou/godot-reflection

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