Hi everyone!
Just a few quick questions:
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Do realtime reflection probes also undergo specular convolution (e.g. Phong convolution etc.) for better glossy reflections or are they blurred with a simple Gaussian filter or alike? Since specular convolution takes quite a while to calculate, I can’t imagine it being used in realtime probes.
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Which specular convolution does Unity use for the cubemaps?
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Where does Unity store the baked reflection probes when baking is set to “Auto”? I could only find the cubemaps when baking manually, located in a subfolder of the current scene file.
Thanks a lot!
Sean