... | @@ -11,7 +11,7 @@ Each side of the texture is square, and of the same resolution. This means a "51 |
... | @@ -11,7 +11,7 @@ Each side of the texture is square, and of the same resolution. This means a "51 |
|
|
|
|
|
Reflection probes also store lower-resolution versions of their textures. These lower-resolution copies are blurred, and allow for the representation of rough or uneven surfaces realistically.
|
|
Reflection probes also store lower-resolution versions of their textures. These lower-resolution copies are blurred, and allow for the representation of rough or uneven surfaces realistically.
|
|
|
|
|
|
As objects are rendered in the scene, they will be asking Unity "what reflection probe am I in?". Unity will provide them the texture and location of the **two** closest probes to their anchor position. If only one probe is available, Unity will send one.
|
|
As objects are rendered in the scene, they will be asking Unity "what reflection probe am I in?". Unity will provide them the texture and location of the two closest probes to their anchor position, and the shader will blend between them. If only one probe is available, Unity only will send one.
|
|
|
|
|
|
## How do they work for dynamic objects, like players?
|
|
## How do they work for dynamic objects, like players?
|
|
Dynamic objects use the probes closest to their anchor position on their mesh.
|
|
Dynamic objects use the probes closest to their anchor position on their mesh.
|
... | | ... | |