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@@ -22,35 +22,35 @@ Setting Up
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Setting up reflection probes is really easy! Just create a ReflectionProbe node, and wrap it around the area where you want to have reflections:
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-.. image:: /img/refprobe_setup.png
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+.. image:: img/refprobe_setup.png
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This should result in immediate local reflections. If you are using a Sky texture, reflections are by default blended. with it.
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By default, or interiors, reflections may appear to not have much consistence. In this scenario, make sure to tick the *"Box Correct"* property.
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-.. image:: /img/refprobe_box_property.png
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+.. image:: img/refprobe_box_property.png
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This setting changes the reflection from an infinite skybox to reflecting a box the size of the probe:
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-.. image:: /img/refprobe_boxcorrect.png
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+.. image:: img/refprobe_boxcorrect.png
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Adjusting the box walls may help improve the reflection a bit, but it will always look the best in box shaped rooms.
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The probe captures the surrounding from the center of the gizmo. If, for some reason, the room shape or contents occlude the center, it
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can be displaced to an empty place by moving the handles in the center:
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-.. image:: /img/refprobe_center_gizmo.png
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+.. image:: img/refprobe_center_gizmo.png
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By default, shadow mapping is disabled when rendering probes (only in the rendered image inside the probe, not the actual scene). This is
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a simple way to save on performance and memory. If you really want shadows in the probe, they can be toggled on/of with the *Enable Shadow* setting:
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-.. image:: /img/refprobe_shadows.png
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+.. image:: img/refprobe_shadows.png
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Finally, keep in mind that you may not want the Reflection Probe to render some objects. A typical scenario is an enemy inside the room which will
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move around. To keep objects from being rendered in the reflections, use the *Cull Mask* setting:
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-.. image:: /img/refprobe_cullmask.png
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+.. image:: img/refprobe_cullmask.png
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Interior vs Exterior
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--------------------
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@@ -58,7 +58,7 @@ Interior vs Exterior
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If you are using reflection probes in an interior setting, it is recommended that the **Interior** property is enabled. This makes
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the probe not render the sky, and also allows custom amibent lighting settings.
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-.. image:: /img/refprobe_cullmask.png
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+.. image:: img/refprobe_cullmask.png
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When probes are set to **Interior**, custom constant ambient lighting can be specified per probe. Just choose a color and an energy.
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Optionally, you can blend this ambient light with the probe diffuse capture by tweaking the **Ambient Contribution* property (0.0 means, pure ambient color, while 1.0 means pure diffuse capture).
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@@ -69,7 +69,7 @@ Blending
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Multiple reflection probes can be used and Godot will blend them where they overlap using a smart algorithm:
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-.. image:: /img/refprobe_blending.png
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+.. image:: img/refprobe_blending.png
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As you can see, this blending is never perfect (after all, these are box reflections, not real reflections), but these arctifacts
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are only visible when using perfectly mirrored reflections. Normally, scenes have normal mapping and varying levels of roughness which
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@@ -78,7 +78,7 @@ can hide this.
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Alternatively, Reflection Probes work very well blended together with Screen Space Reflections to solve these problems. Combining them makes local reflections appear
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more faithful, while probes only used as fallback when no screen-sace information is found:
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-.. image:: /img/refprobe_ssr.png
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+.. image:: img/refprobe_ssr.png
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Finally, blending interior and exterior probes is a recommended approach when making levels that combine both interiors and exteriors. Near the door, a probe can
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be marked as *exterior* (so it will get sky reflections), while on the inside it can be interior.
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@@ -89,7 +89,7 @@ Reflection Atlas
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In the current renderer implementation, all probes are the same size and they are fit into a Reflection Atlas. The size and amount of probes can be
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customized in Project Settings -> Quality -> Reflections
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-.. image:: /img/refprobe_atlas.png
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+.. image:: img/refprobe_atlas.png
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@@ -109,7 +109,7 @@ Tutorials for each of them exist :ref:`doc_fixed_materials` and :ref:`doc_shader
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This tutorial is about the basic properties shared between them.
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-.. image:: /img/material_flags.png
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+.. image:: img/material_flags.png
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Flags
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-----
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@@ -147,7 +147,7 @@ changes according to the type and direction of lights. When this flag is
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turned on, the diffuse color is displayed right the same as it appears
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in the texture or parameter:
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-.. image:: /img/material_unshaded.png
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+.. image:: img/material_unshaded.png
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On top
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~~~~~~
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@@ -176,7 +176,7 @@ Objects are usually blended in Mix mode. Other blend modes (Add and Sub)
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exist for special cases (usually particle effects, light rays, etc.) but
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materials can be set to them:
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-.. image:: /img/fixed_material_blend.png
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+.. image:: img/fixed_material_blend.png
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Line width
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~~~~~~~~~~
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@@ -210,4 +210,4 @@ sorted by depth). This behavior can be changed here. The options are:
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- **Never**: Never use the depth buffer for this material. This is
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mostly useful in combination with the "On Top" flag explained above.
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-.. image:: /img/material_depth_draw.png
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+.. image:: img/material_depth_draw.png
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