06-25-2014 12:15 PM
06-25-2014 01:46 PM
06-27-2014 12:34 PM
07-16-2014 06:43 AM
"bcoyle" wrote:
Hi,
I feel like this always comes up...
I'm curious what people think is the best method for reflections since I still struggle with this. I think Cubemapper and Reflection Manager might be the best assets for easy cubemap creation. These work well for simple, blurry reflections. CandelaSSR would have been nice for screen space reflections if it worked properly for the Rift. And then what about mirror reflections?
Thanks
07-16-2014 07:41 AM
"deflix" wrote:"bcoyle" wrote:
Hi,
I feel like this always comes up...
I'm curious what people think is the best method for reflections since I still struggle with this. I think Cubemapper and Reflection Manager might be the best assets for easy cubemap creation. These work well for simple, blurry reflections. CandelaSSR would have been nice for screen space reflections if it worked properly for the Rift. And then what about mirror reflections?
Thanks
I have had success combining the hardsurface free reflection shader with cubemaps from Spreadcamps 'cubemapper. The key there is to tune the fresnel curve to get the feeling of shiny surface, but this works only on transparent (subtle) flat surfaces like glass and curvy opaque surfaces.
For realtime flat reflections there is only one viable option which is a modified version of the pro water shader called 'flat mirror reflection' and is also available for purchase on the asset store. It works great!
NOTE - there is a bug in Unity that causes the cubemapper to flip certain normals in the scene when rendering cubemaps when the flat mirror reflection script is in Unity project folder. My workaround for this is to temporarily remove the script, render the cubemaps and then copy it back. fyi 😉
07-16-2014 08:41 AM
07-16-2014 09:18 AM
"Boff" wrote:
Are these dynamic reflections or are they just reflecting a static environment?
07-17-2014 02:31 PM
07-18-2014 03:31 AM
"owenwp" wrote:
Parallax corrected cube maps though work quite well, as you can see in some of the Unreal 4 demos. There are free papers available on the web that explain how to implement them, though I have not seen a good Unity package for them.
07-19-2014 07:36 PM