Clustered lighting shaders are quite a lot larger than the old lighting system and this likely results in slower load times. It is possible we are including clustered lighting shaders when it shouldn’t, we’ll continue investigating.
Can you disable clustered lighting in your projects for now?
Hi slimbuck, I appreciate your help with this. I tried to deactivate the Clustered lighting, but the problem continues, there is something with the shaders. I’m going to prepare a simplified version of my project and I’d really appreciate it if you could give me a hand to fix the bugs. Thank you
Another thing I don’t understand is simply switching between one version and another, without any kind of custom hader, because there is so much difference in the render result. Again I have verified that it is due to the amount of reflection configured in the material
This problem can be addressed by setting the Index of Refraction to be 0.667, which will be treated as a specular fresnel factor of 0.04. The specular change added that IOR participates in the calculation of specularity, that’s why you’re seeing this change
Clustered lighting: 100ms (So, clustered lighting sometimes works wonderful)
The swimming pool example also performed very bad weeks ago, but I took it as a working in progress. Now that the plan is to more 1.55 from candidate to current in a couple of weeks, I wonder if I’m doing something wrong.
I still have the skybox thing, when I hide it or remove it from the camera, it no longer works on reflections. It was very useful in the previous version, to be able to hide the skybox, and that the reflections still work. What will happen to this?