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computeDynamicLight() calls computeDeluxeLight(), which then adds the reflection colour if reflections are available. A simple fix would be to have an extra input or something to distinguish between the main light (lightmap) and the dynamic lights (or having 2 functions). However, if screen-space reflections are also added we'd need to put the reflection data into some sort of g-buffer (although doing SSR in the lightMapping shader might work too...), so this would no longer be an issue if both are enabled. Either way, this can be fixed as this issue isn't noticeable, at least visually.
The text was updated successfully, but these errors were encountered:
computeDynamicLight()
callscomputeDeluxeLight()
, which then adds the reflection colour if reflections are available. A simple fix would be to have an extra input or something to distinguish between the main light (lightmap) and the dynamic lights (or having 2 functions). However, if screen-space reflections are also added we'd need to put the reflection data into some sort of g-buffer (although doing SSR in the lightMapping shader might work too...), so this would no longer be an issue if both are enabled. Either way, this can be fixed as this issue isn't noticeable, at least visually.The text was updated successfully, but these errors were encountered: