diff --git a/tutorials/3d/global_illumination/using_sdfgi.rst b/tutorials/3d/global_illumination/using_sdfgi.rst index fe903d295..f2534373a 100644 --- a/tutorials/3d/global_illumination/using_sdfgi.rst +++ b/tutorials/3d/global_illumination/using_sdfgi.rst @@ -227,3 +227,7 @@ illumination appearance will be correct once the camera gets closer. However, if a nearby object with a bake mode set to **Static** or **Dynamic** is moved (such as a door), the global illumination will appear incorrect until the camera moves away from the object. + +SDFGI's sharp reflections are only visible on opaque materials. Transparent +materials will only use rough reflections, even if the material's roughness is +lower than 0.2. diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 6b9607c66..a33890760 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -466,3 +466,5 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_ Transparent materials also cannot cast shadows or appear in ``SCREEN_TEXTURE`` and ``DEPTH_TEXTURE``. This in turn prevents those materials from appearing in screen-space reflections or refraction. + :ref:`SDFGI ` sharp reflections are not visible on transparent + materials (only rough reflections are visible on transparent materials).