HDR on non-qualcomm devices?

Yeah, it’s a good tactic to make a list of the specifications and restrictions of lighting, especially for mobile since it has some really different ones. One user is having trouble with mobile separate translucency, even after setting things to what’s supposed to be correct, so overall it’s a matter of delineating the exact needs of what graphics are involved. Unlit needs at least one light, I think directional is it, whereas skylight isn’t needed (or the other way around) for it to display. Otherwise, it requires being plugged into the emissive pin of the main material node.

I’m going back to the docs a number of times to re-read things, and getting new understanding of even the more obvious points / concepts. It’s all a mix of different techniques, so one can enhance another, or one can interfere with another too. Settings need to be understood and remembered well, like remembering math equations and how they apply to different scenarios so the ability to problem solve is not of massive difficulty.