Closed BANZBOWINKEL closed 6 years ago
Hi Laurenth,
I would like to see the implementation of Reflection Probes here.
Also, from the ReadMe; it says "Mixed lighting mode are supported (tested only "baked indirect" and "shadowmask")" - Seems like this is working for Subtractive also.
Hi, I'm sorry I didn't reply sooner I didn't notice these issues. I think it should be very easy to have reflection probes switch too but I need to perform a few more tests and maybe I'll add en example in the project. I'll try to do that this week.
Hi Laurenth, I tried to implement this solution in my current project. So far everything looks good except for a couple of items.
Hi, I just merged a little fix for better support of reflection probes switch and the example has been updated to include a reflection probe. If a reflection probe is detected in the lighting scene, then the lighting scene gets loaded at runtime when the lightmap swap happens.
@petergraham003 I hope these changes help you with the reflection probes workflow. Regarding the loading times this depends a lot on the platform, I have been using this script on a level with quite a few lightmaps (6 or 7 1024x1024 directional lightmaps) and the switch took at most 2 seconds on ps4. This is not a script designed for use on an instant light switch in every room of a game for example. My idea was to allow people to switch only the lighting on a scene with a very short loading time and avoid having to duplicate the scene and reload it completely. I should add this to the readme. I personnaly use it with a little fade to black at the beginning and fade back to the game at the end.
Closing the issue, feel free to open a new one if you have problems with the reflection probes
Dear Laurenth,
would you be able to implement the support of reflection probes? They do not switch together with the lightning scenarios.
Best, Friedemann