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@@ -28,7 +28,7 @@ The **ReflectionProbe** is used to create high-quality reflections at a low perf
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\ **Note:** Unlike :ref:`VoxelGI<class_VoxelGI>` and SDFGI, **ReflectionProbe**\ s only source their environment from a :ref:`WorldEnvironment<class_WorldEnvironment>` node. If you specify an :ref:`Environment<class_Environment>` resource within a :ref:`Camera3D<class_Camera3D>` node, it will be ignored by the **ReflectionProbe**. This can lead to incorrect lighting within the **ReflectionProbe**.
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\ **Note:** Reflection probes are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 reflection probes can be displayed on each mesh resource. Attempting to display more than 8 reflection probes on a single mesh resource will result in reflection probes flickering in and out as the camera moves.
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\ **Note:** When using the Mobile rendering method, only ``8`` reflection probes can be displayed on each mesh resource, while the Compatibility rendering method only supports up to ``2`` reflection probes on each mesh. Attempting to display more than ``8`` reflection probes on a single mesh resource using the Mobile renderer will result in reflection probes flickering in and out as the camera moves, while the Compatibility renderer will not render any additional probes if more than ``2`` reflection probes are being used.
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\ **Note:** 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, :ref:`GeometryInstance3D.extra_cull_margin<class_GeometryInstance3D_property_extra_cull_margin>` must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh.
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