I am trying to get some proper reflections set up using screen space reflections combined with reflection probes. But for some reason, the reflection probes does not apply to standard default lit shader when using lumen GI.
Turning off the screen space reflections so that only reflection probes are applied works.
Turning off the GI also makes the reflection probes work with screen space reflections.
Using the single layer water shader works for screen space reflections with GI (probably due to it not affecting the GI).
Is there any way to get the default lit shader to work with GI and screen space reflections?
Due to performance reasons I have hardware ray tracing turned off. And the lumen reflections are quite expensive to render and has low quality geo in them. Also, they don’t handle somewhat rough materials particularly well, so they are a no go.
So an update.
We did solve this. But we had to go into the source code and rewrite how reflections worked.
On screen space reflections, it used a low res lumen reflections for the parts of the reflections that the SSR did not cover.
So we went in and swapped that part of the reflection code to the one used by the “none“ reflection mode. Then we got it working as expected.
One would think that if you set the mode to not be using lumen, that lumen would not be used.
you can do this in editor aswell, for the most part. just set the reflection method in the ppv.
lumen on low end uses distance field reflectioons. the lowerer end is ssr with reflection probes added. this looks terrible these days, tbh, but… it is what it is. old. hmm