Translucent materials with screenspace reflections turned on inside the material (using lighting mode surface translucency volume) don’t respond to reflection capture brightness changes.
All of my reflection captures are a little bit too bright and I am trying to tune them to match up with screenspace reflections. This works everywhere but on a river that is using Surface Translucency Volume lighting with screen space reflections turned on. When it falls back from screenspace to the reflection capture, it gets the original much brighter version.
Is there a way to enable this, or is it a limitation/bug?
I created a blank test project and added a cube to my scene. I then added an SSR, Translucent, Surface Translucency Volume material to that Cube. I then added a post process volume and set to unbound and made sure I had SSR enabled. I added a little color to the base color of the material, .5 I believe. I then added a Reflection Capture Cube and a skylight.
I adjusted the values for the brightness of the capture and I do see a change occurring.
, thanks for looking into it, but I think your video shows the issue. What you are seeing is from the screenspace reflections reflecting the change to the ground. That’s not the issue. Instead, look at the left face of the cube in your video: that’s the part receiving cubemap reflections and nothing changes there when you move the slider.
If you try with a smooth metallic opaque material, from the same viewpoint, the left side will be the dominant side changing when you slide the toggle, as it is supposed to be.
Let me know if you see what I’m talking about in the video.