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@@ -3,6 +3,11 @@
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Reflection probes
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=================
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+.. note::
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+
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+ Reflection probes are only supported in the Clustered Forward and Forward
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+ Mobile rendering backends, not the Compatibility backend.
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+
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As stated in the :ref:`doc_standard_material_3d`, objects can show reflected and/or
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diffuse light. Reflection probes are used as a source of reflected *and* ambient
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light for objects inside their area of influence. They can be used to provide
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@@ -166,3 +171,19 @@ To make several ReflectionProbes blend with each other, you need to have part of
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each ReflectionProbe overlap each other's area. The extents should only overlap
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as little possible with other reflection probes to improve rendering performance
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(typically a few units in 3D space).
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+
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+Limitations
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+-----------
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+
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+When using the Forward+ renderer, Godot uses a *clustering* approach for
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+reflection probe rendering. As many reflection probes as desired can be added (as long as
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+performance allows). However, there's still a default limit of 512 *clustered
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+elements* that can be present in the current camera view. A clustered element is
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+an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
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+:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by
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+adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements**
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+advanced project setting.
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+
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+When using the Forward Mobile backend, only 8 reflection probes can be applied on each
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+individual Mesh *resource*. If there are more reflection probes affecting a single mesh,
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+not all of them will be rendered on the mesh.
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