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Emission: Reflective, don't influence GI
Realtime area lights don't quite exist in Unity - at least not in an official capacity. However, realtime area lights would enable light sources that have rectangular shapes, and their corresponding reflections - captured by a reflection probe - would be accurate.
You can do something like this by using emissive materials on planar surfaces, but the resulting light is not high quality. Is there a workaround?
In the past, emissive materials could emit light, but not influence GI. I don't see this feature in the Standard Shader any longer in 2017.x. Any advice?
Answer by springwater · Jul 10, 2017 at 07:01 AM
Kind of depends on your scene requirements and error tolerance, faked reflections on a bird bath and those on a lake require different levels of sorcery.
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