PROCESS_MODE_AUTOMATIC:null = 0
Automatically selects the appropriate process mode based on your sky shader. If your shader uses
TIME or
POSITION, this will use
PROCESS_MODE_REALTIME. If your shader uses any of the
LIGHT_* variables or any custom uniforms, this uses
PROCESS_MODE_INCREMENTAL. Otherwise, this defaults to
PROCESS_MODE_QUALITY.
PROCESS_MODE_QUALITY:null = 1
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than
PROCESS_MODE_REALTIME but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].
PROCESS_MODE_INCREMENTAL:null = 2
Uses the same high quality importance sampling to process the radiance map as
PROCESS_MODE_QUALITY, but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly.
PROCESS_MODE_REALTIME:null = 3
Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
Note: The fast filtering algorithm is limited to 256×256 cubemaps, so
radiance_size must be set to
RADIANCE_SIZE_256. Otherwise, a warning is printed and the overridden radiance size is ignored.