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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-02-03 12:08:28 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2023-02-04 00:59:40 +0100
commiteb52b9599706ba98115f694a98763a8a5dd29e8a (patch)
tree4367d0ea6033b19c1c7e2951fb577675c9b09f1c /doc/classes/ReflectionProbe.xml
parentb0598dcdb7cd96e2614b687a57a64ce12245e19e (diff)
Document visibility AABB caveats with decals, reflection probes and lights
This is required in rendering methods that don't use clustering to check which meshes should be affected by decals, reflection probes and lights.
Diffstat (limited to 'doc/classes/ReflectionProbe.xml')
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diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index fa0b1ab00b..e912925cd2 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -7,6 +7,7 @@
Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ssr_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is.
[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera3D] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe].
+ [b]Note:[/b] When using the Mobile rendering method, reflection probes will only correctly affect meshes whose visibility AABB intersects with the reflection probe's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh.
</description>
<tutorials>
<link title="Reflection probes">$DOCS_URL/tutorials/3d/reflection_probes.html</link>