Does atmospheric fog work right? Does occlusion culling work with reflection pass?
Currently performance hit is unacceptable. Even with 25% screen percentage our reflection cost around 35-40% of frame. Lot of this cost is from dynamic shadows that could be skipped. It would also be neat to allow user to set Material level for reflection pass. I could skip stuff like POM, detail maps, color variations, all under water etc.
It also seems that reflection pass use a lot more draw calls that normal pass. I don’t have exact numbers but it was like 60-65% of all draw calls. Not sure about reason.
Another question is how occlusion culling is implemented for planar reflection actor. Sometimes reflection pass is rendered even when I look right to the ground way above reflection plane.
Even with some rough edges I really like this . Our water is now almost perfect.