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Document Forward+ limitations with decal and reflection probe rendering
This is already present in the 3D lights and shadows documentation.
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Max Hilbrunner
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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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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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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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Limitations
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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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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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@@ -229,6 +229,15 @@ decals cannot use custom shaders. However, custom shaders on the projected
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surfaces are able to read the information that is overridden by decals on top of
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them, such as roughness and metallic.
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When using the Forward+ renderer, Godot uses a *clustering* approach for
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decal rendering. As many decals 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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When using the Forward Mobile backend, only 8 decals can be applied on each
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individual Mesh *resource*. If there are more decals affecting a single mesh,
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not all of them will be rendered on the mesh.
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