Light Function material and Cubemaps

I’m not using a cubemap indeed, just the raw texture in a point light. I think the point light already has a built-in spherical projection for light functions. Just like you I started with cubemaps & complicated maths for UVs, but the solution was really that simple. I have not tried with spots though, IES are doing a good enough job for me, but I think they would totally work with light functions too, the projection is probably a simple plane at that point. And I tried caustics in one of my tests, it works beautifully :slight_smile: The only thing that refrains me from using that everywhere is that UE’s documentation specifies that light functions are heavy rendering-wise. I have not been able to profile them in a stress test yet, it’s something I look forward to do.

Little tip, you might need to do your mipmaps by hand. You don’t need a big resolution for your light function textures, but they tend to look wonky or even totally disappear in the distance when higher mip levels kick in. I would recommend to disable mipmaps to begin with.