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).
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)
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