Document VoxelGI static baking ignoring custom shaders and some properties

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Hugo Locurcio
2025-10-23 23:10:24 +02:00
parent e11d59a2ee
commit aaa394f0bb

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@@ -121,6 +121,23 @@ There are 3 global illumination modes available for meshes:
This option is much slower compared to **Static**. Only use the **Dynamic**
global illumination mode on large meshes that will change significantly during gameplay.
.. note::
For meshes with the **Static** bake mode, the VoxelGI baking system is not able
to make use of custom shaders (:ref:`class_ShaderMaterial`). These meshes will be
considered to be pure black, only acting as light blockers. You can make
VoxelGI take custom shaders into account by using the **Dynamic** bake mode
for these objects, but this has a performance cost.
For :ref:`class_BaseMaterial3D`, some properties are currently ignored during baking.
This can impact visuals if the material's albedo or emission texture was designed
around using certain UV mappings:
- **UV1 > Offset**
- **UV1 > Scale**
- **UV1 > Triplanar**
- **Emission > On UV2**
Additionally, there are 3 bake modes available for lights
(DirectionalLight3D, OmniLight3D and SpotLight3D):