ReflectionProbe

Inherits: VisualInstance < CullInstance < Spatial < Node < Object Captures its surroundings to create reflections.

Description

Capture its surroundings as a dual paraboloid image, and stores versions of it with increasing levels of blur to simulate different material roughnesses. ReflectionProbe is used to create high-quality reflections at the cost of performance. It can be combined with GIProbes and Screen Space Reflections to achieve high quality reflections. ReflectionProbes render all objects within their cull_mask, so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. Note: By default Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in ProjectSettings.rendering/quality/reflections/atlas_subdiv. Note: The GLES2 backend will only display two reflection probes at the same time for a single mesh. If possible, split up large meshes that span over multiple reflection probes into smaller ones.

Tutorials

  • 反射探针

    Properties

    Enumerations

    UpdateMode:
  • UPDATE_ONCE = 0 —- Update the probe once on the next frame.
  • UPDATE_ALWAYS = 1 —- Update the probe every frame. This is needed when you want to capture dynamic objects. However, it results in an increased render time. Use UPDATE_ONCE whenever possible.

    Property Descriptions

  • bool box_projection true, enables box projection. This makes reflections look more correct in rectangle-shaped rooms by offsetting the reflection center depending on the camera’s location.

  • int cull_mask VisualInstance with a layer included in this cull mask will be rendered by the probe. It is best to only include large objects which are likely to take up a lot of space in the reflection in order to save on rendering cost.

  • bool enable_shadows true, computes shadows in the reflection probe. This makes the reflection probe slower to render; you may want to disable this if using the UPDATE_ALWAYS update_mode.

  • Vector3 extents The size of the reflection probe. The larger the extents the more space covered by the probe which will lower the perceived resolution. It is best to keep the extents only as large as you need them.

  • float intensity Defines the reflection intensity. Intensity modulates the strength of the reflection.

  • Color interior_ambient_color interior_enable.

  • float interior_ambient_contrib interior_enable. Useful so that ambient light matches the color of the room.

  • float interior_ambient_energy interior_enable.

  • bool interior_enable true, reflections will ignore sky contribution. Ambient lighting is then controlled by the interior_ambient_* properties.

  • float max_distance Sets the max distance away from the probe an object can be before it is culled.

  • Vector3 origin_offset Sets the origin offset to be used when this reflection probe is in box project mode.

  • UpdateMode update_mode UPDATE_ONCE or UPDATE_ALWAYS.