Hey there!
I see clustered lighting has been merged in the engine recently Initial clustered lights implementation (tiled clustering only) by matanui159 · Pull Request #16866 · BabylonJS/Babylon.js · GitHub that’s amazing!
I looked at the doc and it works great for “classic” PBR materials.
However I tried using it with a PBR NME, and I thought it would result in identical shader code, but I instead got an error:
[11:27:02]: Offending line [784] in fragment code: {int sliceIndex=min(getClusteredSliceIndex(light0.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);
Looks like the PBR node does not generate the shader code necessary for clustered lighting to work ![]()
Is there a way I can make this work?