Lighting for Mobile Platforms
Supported Features
The features listed below are supported on mobile platforms:
- Linear HDR lighting.
- Directional lightmaps (normal is taken into account).
- Distance field shadows + analytical specular on sun.
- Image based specular lighting - nearest reflection capture is applied to each object, without parallax correction. So there can be seams between objects.
- Dynamic objects receive lighting correctly but do not cast shadows.
Supported Light Types
Mobile platforms only support a subset of the light types available in Unreal Engine. These are:
Type | Additional Info |
---|---|
Stationary Directional Light | Directional Light with Mobility = Stationary. Best quality. |
Static Directional Light | Directional Light with Mobility = Static. Best performance (no distance field shadows or sun specular). |
Static Point Light | Point Light with Mobility = Static. |
Static Spot Light | Spot Light with Mobility = Static. |
Reflections
- Disable any ambient cubemaps you have in your post process volumes (set intensity to 0).
- Place SphereReflectionCaptures in the areas that you want to capture lighting. You do not need a lot of these, just where there are unique surrounding lighting situations.
- Make sure your materials are setup for reflections: interesting normalmap, varying roughness, nothing plugged into specular, and metallic of 1 or 0.
Right now, each mesh component gets assigned to the closest reflection capture. That means there will be seams in reflections between objects, and sometimes a large mesh will use an undesirable reflection capture that happened to be close to the mesh's center.
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