Realtime Lighting
An LED board can illuminate nearby surfaces through a configured native Unity GI backend using its existing live content texture. The controller publishes emission automatically when the selected backend and renderer binding support it. Bright visible emitters and camera bloom alone do not prove that the board lights the room, and LED Studio does not enable project lighting effects for you.
For precomputed Enlighten realtime GI, preserve fixed geometry, a persistent mesh with GI UVs, and valid precomputed renderer bindings. Ordinary runtime-generated topology meshes are not a saved precompute identity. Lighting updates are asynchronous and are rate-limited by default, so this route suits room color and slower lighting changes. Baked lightmaps or APV alone cannot follow arbitrary live images.
LedRealtimeGIPublisher is an optional contribution, rate, and pause policy. Turning off Contribute to GI or disabling the publisher clears its Enlighten contribution while the visible board remains active. Pause Updates retains the last sampled lighting; removing the component restores automatic default publication. These controls do not suppress HDRP screen-space or ray-traced GI, which use native shader emission independently.
In HDRP, enable the desired GI feature in the pipeline asset and camera frame settings, then configure a Volume and exposure. Screen-space GI depends on visible screen information. Ray-traced and Mixed GI also require a supported graphics API, hardware, and ray-tracing configuration. Follow Examples/03_RealtimeGI/README.md for the supplied room, pipeline setup, and platform limits. Compare Dark, Warm, Cool, Split, and Swapped Split on nearby receivers with camera, exposure, and fill fixed, then check the supported Player.