... | ... | @@ -31,7 +31,7 @@ Unity has static batching, which combines multiple models into a single mesh, an |
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However, Unity will not combine objects affected by different probes.
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You can partially work around this with Anchor Overrides. Objects using the same Anchor Override will sometimes be batched together. Unity will sometimes fail to batch them together, though, so in these cases you'll be required to merge the meshes manually to regain performance.
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You can partially work around this with Anchor Overrides. Objects using the same Anchor Override will sometimes be batched together. Unity will often fail to batch them together, though, so in these cases you'll be required to merge the meshes manually to regain performance.
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## What do shaders do with reflection probes?
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For the most part, shaders will follow what the Unity Standard shader does. Unity offers some functions that let any shader use parts of Standard to provide the same reflections as Standard does, or access the data to do it themselves.
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... | ... | @@ -81,4 +81,14 @@ If the area is box-shaped, we can fit our probes bounds to the walls and enable |
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![Probe23](uploads/2ab98dd48b51c931958334baab3e0bcd/Probe23.jpg)
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Box Projection is a powerful technique that will fit your reflection probe to a box. Used well, it can make reflections look really good, even if they're just blurry ambient ones. |
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Box Projection is a powerful technique that will fit your reflection probe to a box. Used well, it can make reflections look really good, even if they're just blurry ambient ones.
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## Tips and tricks
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* Supersampled Probes
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When baking a probe at a low resolution, the result can look a bit low-res. This is because the probe is rendered at that low resolution before it's saved. If you bake the probe at a higher resolution, and then set the Max Size lower on the texture, Unity will render the probe at the higher resolution first, and then squish it down - performing really high-quality anti-aliasing in the process.
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![An example of a probe texture set to a lower resolution.](uploads/8ed93dc20bad40639eb6716ceb21d219/probeshrink.png)
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* Specular Highlights From Point Lights
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When you bake lighting for a scene from point/spot lights, you'll often find that the result doesn't have the same specular highlights that it did with real-time lighting. This is because point lights don't have a physical presence in the environment rendered by reflection probes, and if there's no bright object where your point lights are, there'll be no shiny highlight to match it.
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You can use this Unity tool to automatically add a glowing ball to each of your point lights, which will create a shiny highlight in your reflection probes.
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https://github.com/zulubo/SpecularProbes |
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