Uploaded January 2025 | Updated September 2026, 2 weeks ago
Thanks to the recently added spherical harmonics support, you'll be getting a lot more control over the ambient light in Resonite!
I've also been able to integrate a compute-shader based algorithm that computes the ambient light from a reflection probe, which not only makes the computation much faster than Unity's (which can cause ~300ms hitches due to being CPU based), but it's significantly more responsive too - able to update pretty much every frame if needed.
This video shows off the old system first and then the new mechanism (which is currently work in progress).
This is also one of the smaller things (in comparison to particle system or audio system) that were ties to Unity, triggering its own GI mechanism to recalculate when we detect changes. With this, we untangle that and give control over this more to FrooxEngine, which helps with the upcoming separation.
Support development at: patreon.com/resonite
Official website: resonite.com
Thanks to the recently added spherical harmonics support, you'll be getting a lot more control over the ambient light in Resonite!
I've also been able to integrate a compute-shader based algorithm that computes the ambient light from a reflection probe, which not only makes the computation much faster than Unity's (which can cause ~300ms hitches due to being CPU based), but it's significantly more responsive too - able to update pretty much every frame if needed.
This video shows off the old system first and then the new mechanism (which is currently work in progress).
This is also one of the smaller things (in comparison to particle system or audio system) that were ties to Unity, triggering its own GI mechanism to recalculate when we detect changes. With this, we untangle that and give control over this more to FrooxEngine, which helps with the upcoming separation.
Support development at: patreon.com/resonite
Official website: resonite.com