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Builtin Library

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README.md

ScreenSpaceGI

The scene's runtime bounced light, authored and persisted like any other component. Add it to an entity and nearby lit surfaces start bouncing light onto each other.

local id = entity.spawn("screen_space_gi").id
entity(id).component.add("ScreenSpaceGI", { intensity = 1.0, radius = 2.0 })
fieldeffect
intensityHow much of the gathered bounce reaches the image. 0 turns it off and releases the pass.
radiusHow far a surface gathers, in world units — the scale of bounce supplied.
samplesGather taps per pixel. More resolves a smoother gather, at linear cost.
transferHow much of the averaged incoming radiance is admitted, in [0, 1].

Every field is live: editing one in the inspector re-pushes it. Removing the last one in the scene releases the pass and returns the image to what the lighting alone produced.