Spectral vs RGB rendering: why screen-space GI spills red light unrealistically
ssh4net · x · 2026-11-10
A neat rendering comparison: with a white spotlight on a red wall, screen-space GI (tracing rays per pixel and reading hit colors) spills red onto the floor, boxes, and ceiling, while a spectral renderer with realistic paint definitions correctly lights a neighboring green wall.
The quoted thread explains the implementation: a Unity URP renderer feature tracing screen-space hemisphere rays (2 cosine-weighted rays per pixel at half resolution) instead of voxel cones, light cascades, or baked data.
Follow-up: only by defining unrealistically narrow, non-overlapping pigment bands for both walls can one wall render black—showing RGB 3-channel GI is systematically wrong about color bleeding, and spectral rendering is the physically correct approach.
Related event: Spectral Rendering Exposes Color Bleeding Failures of RGB GI(3 posts)→
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