Reshade Rtgi 0.36.1 May 2026
Reshade RTGI 0.36.1 is a high-end post-processing shader developed by Pascal Gilcher (Marty McFly) that brings path-traced lighting effects to almost any 3D game. By leveraging Screen Space Global Illumination (SSGI), it simulates how light bounces off surfaces to create more realistic shadows and color bleeding. Key Features and Tech
Ray-Traced Global Illumination (RTGI): Unlike standard lighting, RTGI calculates how light from primary sources (like the sun or lamps) interacts with the environment, generating natural secondary bounces and soft shadows.
Depth-Based Interaction: It uses the game's depth buffer to understand the 3D layout of a scene, allowing for accurate light occlusion and depth-of-field effects.
Compatibility: While traditionally distributed via Marty's Mods on Patreon, version 0.36.1 has been widely used to enhance titles ranging from Assassin's Creed Unity to Portal.
Screen Space Limitations: It is important to note that this is not "true" hardware ray tracing. Since it is a post-processing effect, it only calculates lighting for what is currently visible on your screen; objects behind the camera or off-screen will not cast reflections or light. Setup and Optimization
For the best results with version 0.36.1, proper configuration is essential: Adding Raytracing to ANY Older Game? (Without an RTX Card)
Title: Accessible Real-Time Ray Tracing: A Technical Analysis of Pascal Gilcher’s RTGI Shader (v0.36.1) in the ReShade Ecosystem
Abstract This paper provides an in-depth analysis of the "RTGI" (Ray Traced Global Illumination) shader developed by Pascal Gilcher, specifically focusing on version 0.36.1 within the ReShade post-processing framework. As the gaming industry moves toward hardware-accelerated ray tracing, a significant portion of the user base relies on older hardware (GPUs lacking dedicated RT cores). The RTGI shader addresses this gap by implementing a screen-space path tracer that approximates global illumination and ambient occlusion in real-time. This document explores the technical architecture of the shader, its implementation of temporal accumulation, user configuration parameters in version 0.36.1, and the inherent limitations of screen-space rendering techniques.
6. Conclusion
ReShade RTGI 0.36.1 represents a significant milestone in accessible graphics technology. It democratizes ray tracing, allowing users with GTX 900 or 1000 series cards (or equivalent AMD hardware) to experience realistic global illumination without purchasing expensive, RT-core enabled hardware.
While it cannot match the physical accuracy of hardware-accelerated path tracing (which traces rays in full world space), version 0.36.1 offers a highly convincing approximation. It stands as a testament to the power of efficient algorithm design and the flexibility of the ReShade post-processing pipeline, pushing the visual fidelity of older game engines closer to modern standards.
Note regarding versioning: Pascal Gilcher’s RTGI is a Patreon-supported project. Version numbers are often distributed directly to supporters. As such, specific binary differences between 0.36.1 and close neighbors (like 0.36.0) are often minor hotfixes regarding stability or denoiser tweaks, though the core feature set described above remains consistent with the 0.36 architecture.
Transforming Game Visuals with ReShade RTGI 0.36.1 ReShade RTGI 0.36.1 (Ray Traced Global Illumination) is a breakthrough post-processing shader developed by Pascal Gilcher, commonly known as Marty McFly. This version stands as a significant milestone in bringing cinematic lighting to games that lack native ray tracing support. By utilizing depth data from the game engine, RTGI 0.36.1 simulates how light realistically bounces off surfaces to illuminate entire scenes, bridging the gap between standard rasterised graphics and true real-time ray tracing. Core Features of Version 0.36.1
RTGI 0.36.1 introduced substantial improvements over earlier versions like 0.17 or 0.33, focusing on both visual fidelity and performance optimization.
Improved Accuracy and Performance: Compared to earlier builds, 0.36.1 offers "miles better" performance and light-tracing accuracy.
Diffuse and Specular Modeling: It accurately models how light scatters (diffuse) and reflects (specular), creating more stable lighting with less flickering.
Hardware Independence: Unlike native RTX solutions, this shader operates on depth data alone. This makes it compatible with non-RTX video cards, though it remains a hardware-demanding effect.
Temporal Stability: Enhanced algorithms minimize the temporal lag and "ghosting" often associated with screen-space effects. Technical Setup and Configuration
To achieve the best results with RTGI 0.36.1, proper configuration of the game's depth buffer is essential.
ReShade RTGI (Ray-Traced Global Illumination) is a post-process injector
developed by Pascal Gilcher (Marty McFly) that simulates hardware-level ray tracing on a screen-space level. Below is a structured technical overview ("paper") for version 0.36.1 and its general implementation principles. 1. Executive Summary RTGI 0.36.1 is an advanced shader for the platform that provides physically-based lighting
and global illumination to almost any 3D game. Unlike native implementations, it operates as a post-process effect by analyzing the game's depth buffer and frame color to simulate light bounces. 2. Core Methodology: Screen-Space Ray Tracing Depth-Based Simulation
: The shader uses the game's depth map to determine the physical distance of objects. Diffuse Global Illumination
: It calculates how light from a source (like the sun) reflects off surfaces to illuminate nearby shadowed areas. Ambient Occlusion
: It enhances shadows in crevices where light is naturally blocked, providing greater depth to the scene. Motion Vectors Reshade Rtgi 0.36.1
: Introduced in earlier 0.3x versions, these help maintain temporal stability, reducing flickering or "ghosting" when the camera moves. 3. Implementation Requirements To function properly, RTGI requires: How To ReShade RTGI - Install and Adjust
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:
- Official source: It’s available on Pascal Gilcher’s Patreon (or via his GitHub, though the full RTGI version is typically for Patreon supporters).
- Version 0.36.1 is a specific older release – newer versions exist, so unless you need this exact build for compatibility, consider using the latest.
- Setup process:
- Install latest ReShade (with full effect package).
- Replace/add the RTGI shader files in the
ReShade Shaders/Shadersfolder. - Copy the associated texture files (if any) to
Textures. - In-game, assign RTGI to a pipeline slot and configure it (depth buffer access often required).
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.
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.
The following draft serves as a technical overview or "white paper" for ReShade RTGI v0.36.1, focusing on its implementation, features, and role in modern post-processing.
Technical Brief: ReShade Ray Traced Global Illumination (RTGI) v0.36.1
Subject: Real-time Screen-Space Global Illumination via Post-ProcessingCore Technology: Path Tracing / Ray Tracing in Screen SpaceAuthor/Origin: Pascal Gilcher (Marty McFly / McFlyPG) 1. Abstract
ReShade RTGI 0.36.1 represents a significant milestone in the evolution of Marty McFly’s RTGI shader, designed to bring sophisticated light transport simulations to titles that lack native ray tracing support. By utilizing the depth buffer provided by the ReShade framework, this version refines the accuracy of indirect lighting, ambient occlusion, and light bounces within the screen space, bridging the gap between legacy rendering and modern visual fidelity. 2. Key Technical Advancements in 0.36.x
Version 0.36.1 is noted for its stability and performance optimizations over earlier "alpha" iterations like 0.17 or 0.21.
Enhanced Sample Distribution: Refined algorithms for ray distribution to reduce "noise" while maintaining high-frequency lighting details.
Temporal Stability: Improved accumulation of lighting data across frames to minimize the flickering common in screen-space solutions.
Diffuse and Specular Modeling: Accurate modeling of how light reflects off different surface types, from matte (diffuse) to shiny (specular). 3. Implementation and Requirements
Unlike native hardware-accelerated ray tracing (RTX/DirectX Raytracing), RTGI 0.36.1 is hardware independent, meaning it can run on non-RTX cards. Reshade RTGI 0
Dependency: Requires the ReShade Framework to intercept the game's rendering pipeline.
The Depth Buffer: Its efficacy relies entirely on "Deep Access"—the shader's ability to read the game's depth map to understand 3D geometry.
Installation: Users typically place the .fx and .fxh shader files into the reshade-shaders/Shaders directory of their target application. 4. Performance Metrics
Ray tracing is computationally expensive. Evaluations indicate:
Performance Impact: Turning on diffuse RTGI typically results in a ~15% frame rate reduction, while enabling both diffuse and specular effects can drop performance by an additional ~11%.
Scalability: The shader includes internal quality settings (sample counts, ray length) to allow users to balance visual quality against their hardware's capabilities. 5. Community and Availability
RTGI is primarily distributed through the Marty McFly Patreon as part of a beta-access tier. Version 0.36.1 remains a popular stable point for users who prioritize reliability over the most experimental cutting-edge builds. ReShade RTGI | Ray Traced Global Illumination
Reshade RTGI 0.36.1 (Ray Traced Global Illumination) is a highly sought-after shader developed by Pascal Gilcher (Marty McFly). It brings real-time ray-traced lighting, shadows, and reflections to almost any DX9, DX11, DX12, or Vulkan title, drastically improving visual fidelity without requiring native engine support. Key Features of RTGI 0.36.1 Next-Gen Lighting
: Simulates how light bounces off surfaces, creating natural "color bleeding" where bright objects cast their hue onto nearby walls and floors. Ambient Occlusion Upgrade
: Replaces standard AO with ray-traced micro-shadows, adding depth to grass, corners, and character details that traditional shaders miss. Performance Optimization
: Version 0.36.1 includes refinements to the internal ray-marching logic, allowing for better visual quality at a lower frame-rate cost compared to older iterations. Z-Thickness Logic
: Improved handling of object "thickness" in the depth buffer, which reduces "ghosting" or light leaking behind objects. Technical Requirements
To use RTGI 0.36.1 effectively, your setup must meet these criteria: ReShade Installed
: You need a recent version of ReShade (preferably with Full Add-on Support to access the depth buffer in multiplayer games, though this can trigger anti-cheat). Depth Buffer Access
: The game must allow ReShade to "see" the depth map. You may need to disable in-game Anti-Aliasing (MSAA) for this to work.
: While it doesn't require "RTX" hardware (it runs on compute shaders), it is demanding. A mid-to-high-range GPU is recommended for stable 60 FPS. How to Install : RTGI is typically distributed via Pascal Gilcher’s Patreon . Ensure you have the 0.36.1 files (usually a file and a textures folder). : Drop the files into your game’s reshade-shaders/Shaders reshade-shaders/Textures In-Game Setup : Open the ReShade overlay ( key), enable RTGlobalIllumination
, and ensure your "Global Processor Definitions" for Depth Inversion are set correctly so the shadows don't appear "upside down." Best Games for RTGI Skyrim / Fallout 4 : Perfect for enhancing old engine lighting. The Witcher 3 : Adds incredible atmosphere to forests and interiors. : Gives the city a modern, cinematic look. depth buffer issues or recommended settings for high-performance builds?
Lighting Up the Past: Enhancing Your Games with ReShade RTGI 0.36.1
If you have ever wanted to breathe new life into an older game or add that "next-gen" sparkle to a title without native ray tracing, you have likely heard of Pascal Gilcher’s RTGI (Ray Traced Global Illumination)
shader. While newer versions like iMMERSE Pro have since been released, version 0.36.1
remains a significant milestone for many users due to its balance of performance and visual accuracy. What is RTGI? RTGI is a post-process shader for
that simulates how light bounces off surfaces in a scene. Unlike hardware-level ray tracing, it works by tracing rays against the depth buffer
—the data the game uses to track how far objects are from the camera. The results are often transformative: Dynamic Lighting for 80% of games
: Light realistically illuminates ceilings, walls, and pillars by bouncing off the floor. Soft Shadows
: It adds subtle ambient occlusion, filling in the soft shadows where objects meet. Color Bleeding
: Brightly colored surfaces will "bleed" their hue onto nearby objects, just as they would in real life. Key Improvements in 0.36.1
Compared to earlier builds like 0.17 or 0.25, version 0.36.1 introduced drastic changes in how the shader behaves. Cleaner Normals
: This version uses a more refined method to reconstruct surface normals from the depth buffer, leading to less noise and "jitter" in the lighting. Accuracy vs. Performance
: It offered a notable leap in light-tracking accuracy while remaining relatively efficient on older GPUs compared to later, more complex iterations. How to Get the Best Results
To get RTGI 0.36.1 working correctly, you need to ensure your depth buffer
is properly configured. If your depth map is "flipped" or inverted, the lighting will look like it's coming from the wrong direction or appearing through walls. Quick Setup Tips: How To ReShade RTGI - Install and Adjust
Final Verdict
ReShade RTGI 0.36.1 is not a polished product – it’s a powerful, noisy, slightly janky approximation of ray tracing. But for the price (free) and compatibility (nearly every game), it remains the best way to breathe new life into old lighting engines. Spend 20 minutes tuning it per game, and you’ll see shadowed corners glow with bounced light in ways standard ambient occlusion never could.
Alternatives to try if 0.36.1 feels too limited:
- qUINT_rtgi.fx (different, sharper but no color bleed)
- SSRTGI_2.0 (another free shader, more denoising)
- Support McFly on Patreon for the full v0.40+ experience.
Last tested on ReShade 5.9.2, Windows 11, NVIDIA RTX 3060. Performance varies with resolution and game engine.
Unlocking Next-Gen Graphics: A Deep Dive into ReShade RTGI 0.36.1
For years, PC gamers have relied on ReShade as the ultimate post-processing toolkit to inject new life into older or visually underwhelming titles. While standard ReShade shaders can tweak colors, add bloom, and sharpen textures, they have always lacked one crucial element of modern AAA graphics: dynamic, physically accurate lighting.
Enter ReShade RTGI 0.36.1.
Created by modding pioneer Pascal Gilcher (better known as Marty McFly), RTGI (Ray Traced Global Illumination) is a groundbreaking shader that brings authentic, hardware-accelerated ray tracing to games that were never built for it. Version 0.36.1 represents one of the most stable, refined, and visually impressive iterations of this legendary mod.
Here is everything you need to know about ReShade RTGI 0.36.1, what it does, and how it can completely transform your favorite games.
RTGI 0.36.1 vs. The Competition
How does this specific version stack up against modern equivalents?
| Feature | RTGI 0.36.1 | RTGI v1.0 (Legit) | NVIDIA RTX (Hardware) | | :--- | :--- | :--- | :--- | | GPU Required | Any DX11 GPU | RTX 2060+ / RX 6000+ | RTX 2060+ | | Denoiser | Temporal only | Advanced spatial-temporal | Dedicated hardware | | Screen-space artifacts | Moderate (edges flicker) | Low | None | | Performance hit | 20-35% | 35-50% | 10-25% | | Ghosting | Noticeable in fast motion | Minimal | None | | Price | Free | Patreon ($5+ access) | Hardware purchase |
Verdict: RTGI 0.36.1 is the "people's champion." It runs on hardware Nvidia wants you to throw away. If you have a GTX 1060, you cannot run RTX GI, but you can run 0.36.1.
2D or sprite-based games (Dead Cells, Stardew Valley)
- RTGI 0.36.1 does not work well – depth buffer is flat. Use only MXAO instead.
What Exactly is 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:
- It’s the last completely free version (no Patreon watermark, no feature locks).
- It relies on depth buffer access and temporal accumulation (previous frames) to reduce noise.
- It works on any DirectX 9–12, OpenGL, or Vulkan game (with depth buffer access enabled).
Important limitations (free vs. paid):
- No per-pixel normals reconstruction (less accurate lighting edges).
- Lower sample count and higher noise than v0.37+.
- No upscaling or denoiser passes.
Nevertheless, for 80% of games, 0.36.1 delivers a stunning, noticeable upgrade in lighting depth.