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Finally ! Indirect Lighting Shadows are now implemented and available in all Shader Versions !
The Occlusion Map will also contribute to the indirect Lighting by getting the lowest value of the Shadow Ramp and increases at its borders over the lit parts from the incoming indirect lighting in your scene.

- Fixed some Cubemap Reflection issues when the Shadow Ramp was contributing to the Baked Cubemap calculations themselfs.
- Fixed the Lighting situation for the Baked Cubemap from Indirect only to all Lightsources.
- Cleaned up the "Baked Cubemap and Ambient Reflections" Shader Function for other people so that they/you can read it better.
- Fixed Outlines fading for simultaneously having the Rendering options trimmed for Transparency.

- Added some things to various Features and fixed some minor things here and there.