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Add clustered lighting editor options
Beyond the addition of the Clustered Lighting Editor options as the engine makes the move to use Clustered Lighting as default in Engine v1.55, we should also consider the following:
- [ ] Should be this opt in for existing projects and only new projects will had clustered lighting enabled by default?
- [ ] As clustered lighting only has support for some shadow map types, do we need to disable the settings on the individual lights themselves?
- [ ] Do we need to add engine scene settings change/addition so that it can be configured on startup to reduce unneeded work/calls?
cc @mvaligursky @willeastcott @GSterbrant
I believe if force updating projects to clustered lighting will result in the need for migrations and/or break some existing projects due to their custom setup, then it should not affect existing projects, but provide documentation on how to switch and migrate to clustered.
This is especially important to near-production projects that developers are about to release, as disturbing them by unexpected behaviors or bugs - will be bad. imho.
This transition needs to be managed carefully, for sure. I just want to point out that the clustered lighting is designed to fully replace the old lighting system over time. The old code paths will be removed once we are confident clustered lighting fulfills everyone's needs. So while 1.55.0 will switch clustered lighting to be on by default and you'll be able to disable it if necessary....the 'legacy' lighting will not be around forever. I can't say when it'll be removed but it'll be some upcoming minor release in the not-too-distant future.
The plan for the Editor:
- enable clustered lighting by default
- add 'clustered enabled' as well as all clustered lighting options to Settings->Rendering. This allows the users to disable clustered lighting if not desired (initially).
- hide / modify light properties to reflect the current mode (for example hide per light shadow filtering option when clustered lighting is enabled)
related engine issue: https://github.com/playcanvas/engine/issues/4576
This is now in the editor