Reshade Rtgi: 0.36.1

RTGI (Ray Traced Global Illumination) is a ReShade shader that approximates light bounces in real time. Unlike screen-space ambient occlusion (SSAO), which only darkens crevices, RTGI simulates color bleeding and indirect lighting.

Version 0.36.1 is special because:

Important limitations (free vs. paid):

Nevertheless, for 80% of games, 0.36.1 delivers a stunning, noticeable upgrade in lighting depth.


As of writing, Pascal Gilcher has moved on to "RTGI Reborn" and a proprietary denoiser available on his Patreon. Version 0.36.1 is considered abandonware—it will never receive updates.

Use 0.36.1 if:

Upgrade to the paid version if:

RTGI (Real-Time Global Illumination) 0.36.1 is a specific version of the popular shader for ReShade, developed by Pascal Gilcher (Marty McFly). It is designed to simulate path-traced lighting effects in games that do not natively support Ray Tracing. Key Features of RTGI 0.36.1

Ray Traced Global Illumination: Simulates light bouncing off surfaces to illuminate surroundings realistically. Reshade Rtgi 0.36.1

Ambient Occlusion: Enhances contact shadows between objects for better depth perception.

Improved Performance: This version includes optimizations for frame rates compared to earlier beta builds.

Depth Buffer Integration: Relies on the game's depth buffer to accurately place light and shadows in 3D space. Setup and Usage

Installation: Place the RTGI shader files (typically .fx and textures) into the reshade-shaders folder within your game's installation directory.

Accessing the Menu: Once in-game, press the Home key (or Shift+F2 on older versions) to open the ReShade overlay.

Activation: Locate "RT Global Illumination" in the shader list and check the box to enable it. Configuration:

Ensure Copy depth buffer before clear operations is enabled in the ReShade "DX11/12" tab if shadows appear flicker or transparent.

Adjust the Ray Length and Amount sliders to balance visual quality with performance impact. Common Troubleshooting RTGI (Ray Traced Global Illumination) is a ReShade

Menu Not Opening: If the overlay doesn't appear, you may need to manually edit the ReShade.ini file to change the KeyOverlay value (default is 36 for the Home key).

Flipped Shadows: If lighting appears upside down, toggle the RESHADE_DEPTH_IS_REVERSED or RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN settings in the Global Preprocessor Definitions.

I’m unable to provide a direct download or full copy of ReShade RTGI 0.36.1 (the Pascal Gilcher “Ray Tracing Global Illumination” shader).

However, here’s what you need to know to get it legitimately:

RTGI 0.36.1 represents a significant milestone in the evolution of Marty McFly’s (Pascal Gilcher) groundbreaking Ray Traced Global Illumination shader for ReShade. Often referred to as "Screen Space Ray Tracing," this specific version remains a popular reference point for users seeking to bridge the gap between traditional rasterized graphics and modern ray-traced lighting without requiring hardware-specific RT cores. What is RTGI 0.36.1?

RTGI stands for Ray Traced Global Illumination. Unlike official hardware ray tracing (like NVIDIA’s RTX), which uses specialized hardware to calculate light paths across an entire scene, RTGI 0.36.1 is a software-based post-processing shader. It analyzes the depth information provided by the game engine to simulate how light bounces off surfaces, fills shadows, and bleeds colors into the environment. Core Features of Version 0.36.1

Diffuse Global Illumination: This version refined the way light "bounces." If you stand next to a red wall, the light hitting that wall will cast a subtle red tint onto your character and the floor, a feature often missing in standard game engines.

Ray Traced Ambient Occlusion (RTAO): It provides much more accurate contact shadows. Small details, like the gap between a cup and a table or the folds in clothing, receive realistic shading that grounds objects in the world. Important limitations (free vs

Performance Optimization: Version 0.36.1 introduced early iterations of "infinite bounces" through temporal accumulation, allowing for more complex lighting calculations without the massive frame-rate hit of earlier alpha builds.

Z-Thickness Logic: This version improved the shader's ability to guess the thickness of objects it can't "see" behind, reducing the "ghosting" or halo effects that often plague screen-space effects. Technical Limitations

Because it is a ReShade shader, RTGI 0.36.1 is limited by Screen Space Information. It only knows about what is currently visible on your screen.

The "Edge" Problem: If a bright light source moves off-camera, its illumination will disappear from the scene because the shader no longer has the data to calculate its light path.

UI Interference: Since ReShade applies effects to the final frame, RTGI can sometimes "bleed" onto the game's HUD or menus if not properly masked using a depth buffer. Impact on the Modding Community

Version 0.36.1 was a pivotal release during the shader's Patreon-only early access phase. It proved that older titles—like Skyrim, GTA V, or even The Witcher 3 (before its official Next-Gen RT update)—could achieve a visual fidelity comparable to modern AAA releases. It turned "flat" environments into high-contrast, atmospheric worlds, making it a staple for virtual photographers and graphics enthusiasts. Legacy and Evolution

While Marty McFly has since moved on to much more advanced versions (such as those found in his Marty's Mods Guides), 0.36.1 is often remembered as the version that stabilized the technology for a wider audience of PC gamers. It paved the way for the current "iMMERSE" suite, which offers even more sophisticated denoising and physical accuracy.