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Merge pull request #11408 from Calinou/voxelgi-baking-ignored-shaders-properties
Document VoxelGI static baking ignoring custom shaders and some properties
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tutorials/3d/global_illumination/using_voxel_gi.rst

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@@ -121,6 +121,23 @@ There are 3 global illumination modes available for meshes:
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This option is much slower compared to **Static**. Only use the **Dynamic**
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global illumination mode on large meshes that will change significantly during gameplay.
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.. note::
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For meshes with the **Static** bake mode, the VoxelGI baking system is not able
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to make use of custom shaders (:ref:`class_ShaderMaterial`). These meshes will be
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considered to be pure black, only acting as light blockers. You can make
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VoxelGI take custom shaders into account by using the **Dynamic** bake mode
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for these objects, but this has a performance cost.
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For :ref:`class_BaseMaterial3D`, some properties are currently ignored during baking.
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This can impact visuals if the material's albedo or emission texture was designed
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around using certain UV mappings:
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- **UV1 > Offset**
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- **UV1 > Scale**
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- **UV1 > Triplanar**
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- **Emission > On UV2**
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Additionally, there are 3 bake modes available for lights
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(DirectionalLight3D, OmniLight3D and SpotLight3D):
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