Localized-IBL implementation

so I’m wondering: how many people actually use the dynamic properties of this system?

for the 4.25 update I could do it the way @IOchair did it - get rid of all engine code changes and rely purely on shader changes, making everything much easier to integrate (for all of you) and to maintain (for me).
the downsides:

  • it would stop capturing dynamic objects and lights. authoring reflection captures would rely on the purely static scene.

  • it would lose the ability to change things at runtime. that means no more changing the ContributionFactor or the Brightness during game time.

  • it would lose the ContributionFactor so all capture-IBLs would be blended in 100%, unless I use (and lose) some of the other properties that are passed into the shader:

  • I could make it use the Brightness value as ContributionFactor (but then it would lose the Brightness feature entirely)
    -OR-

  • I could make it use the CaptureOffset’s Z value as ContributionFactor (but then it would lose the capture offset Z, limiting it to X and Y offsetting)

personally I can live with the added limitations:
Having ContributionFactor is important to control the looks but I don’t mind sacrificing the offset Z (I never use capture offset at all).
Changing the ContributionFactor at runtime has limited uses like subtly linking it to opening doors/windows or having destructible walls, which I don’t see it being so important/needed.
And changing the Brightness at runtime is a nice bonus if you turn on/off lights during the game, but again it’s a limited use case.
The most important benefit -being able to block the dynamic skylight- would be present.

I myself don’t use the system because I stick to binary UE4 releases for time/maintenance reasons, but I don’t mind making shader changes (I already do for
other things). So for me it would actually mean the difference between starting using IBLs or not at all.

as I can’t make a poll in an existing thread please just reply with your thoughts about this potential change :slight_smile: