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3 | 3 | Reflection probes |
4 | 4 | ================= |
5 | 5 |
|
| 6 | +.. note:: |
| 7 | + |
| 8 | + Reflection probes are only supported in the Clustered Forward and Forward |
| 9 | + Mobile rendering backends, not the Compatibility backend. |
| 10 | + |
6 | 11 | As stated in the :ref:`doc_standard_material_3d`, objects can show reflected and/or |
7 | 12 | diffuse light. Reflection probes are used as a source of reflected *and* ambient |
8 | 13 | light for objects inside their area of influence. They can be used to provide |
@@ -166,3 +171,19 @@ To make several ReflectionProbes blend with each other, you need to have part of |
166 | 171 | each ReflectionProbe overlap each other's area. The extents should only overlap |
167 | 172 | as little possible with other reflection probes to improve rendering performance |
168 | 173 | (typically a few units in 3D space). |
| 174 | + |
| 175 | +Limitations |
| 176 | +----------- |
| 177 | + |
| 178 | +When using the Forward+ renderer, Godot uses a *clustering* approach for |
| 179 | +reflection probe rendering. As many reflection probes as desired can be added (as long as |
| 180 | +performance allows). However, there's still a default limit of 512 *clustered |
| 181 | +elements* that can be present in the current camera view. A clustered element is |
| 182 | +an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a |
| 183 | +:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by |
| 184 | +adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements** |
| 185 | +advanced project setting. |
| 186 | + |
| 187 | +When using the Forward Mobile backend, only 8 reflection probes can be applied on each |
| 188 | +individual Mesh *resource*. If there are more reflection probes affecting a single mesh, |
| 189 | +not all of them will be rendered on the mesh. |
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