How to modify lighting and shaders for best HTML5 compatibility

Our HTML5 build is significantly darker than our PC build. It seems that (somewhat expectedly) GI is not working. How can we increase the ambient light in the HTML5 build to compensate for the lack of bounce? Similarly, if we have reflective surfaces, how can we modify the shaders to use older style (non physical renderer) cube maps rather than physical shader-based reflections? Is there a way to do this with a “fallback” approach so that the PC build is unaffected and only the HTML5 build receives these changes?

I see now that all the lighting was set to stationary, which is, for all intents and purposes, dynamic. setting to static and testing again.

This helped tremendously. Although the overall scene brightness is lower (due to lack of post process, i.e bloom, I assume). There are some areas that appear black, probably because they were relying on reflections for their color. Attempting to work on this part now.

I was able to adjust metallic and roughness properties to fix blackout issues.

The overall scene brightness is fixed by playing in fullscreen, but there is a horizon line in the fullscreen postprocess. Also, why are the mouse controls inverted when in editor ones are not? And why doesn’t the mouse wrap?

HTML5 rendering follows the ES2 mobile path and it should be at least as feature complete as the mobile path ( if its not, then its a legitimate bug )- If you target mobile and then I think you will get HTML5 path for free.

regarding - the horizontal line, that might be a bug in UE - I think post process only works with resolutions which are /8 - if its not - it can throw post processing off. I will investigate.

Regarding mouse controls - a change recently went in which fixes some of the - issues

For HTML5 specific shaders - SP_OPENGL_ES2_WEBGL is the shader profile and it defines a WEBGL preprocessor for .usf shaders.