Rename "ss_reflections_" to "ssr_" in Environment
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</brief_description>
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<description>
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Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
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The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ss_reflections_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is.
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The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ssr_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is.
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[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera3D] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe].
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</description>
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<tutorials>
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