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Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Both indirect light and voxel reflections are provided by this technique. It's also very easy to use. WebAssembly and WebGL 2.0
To implement these different behaviors we could do some complex operations per pixel and possibly index pixels of the skymap and surrounding objects multiple times , but because graphic programmers are very empathic creatures we don't want the PC to do more work than necessary to achieve a believable effect. Done May 2018. cubemap filtering.
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