I could also see the vertex count getting out of hand with longer clip ends and smaller grid scales.
IIRC the grids fades depending on their density. So the cost should be less than 1 vertex…
Note that, eventually, this should be shared with the shader code so that we don't have to cast and maintain both sides.
Think about moving it to GPU_shader_shared.hh
to ease further cleanups.
PropertyRNAOrID
.
I think this contains changes that are not directly related to the submit_only changes.
Yes known limitation. We want to add dithering to the material data before quantization but that's for later.
Added task to #123505
Adding HDRI to light linking is also troublesome for EEVEE (as well as sky lights that Cycles is discussing). So I don't think this is possible in the near future.
EEVEE doesn't consider emissive surfaces as direct lights. Thus they cannot be linked.
This is working as expected.