... | ... | @@ -69,15 +69,19 @@ After doing this, you can disable the original probe. Now your scene has a defau |
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![Our scene with a steel sphere in it.](uploads/747524990d651e851cfd0100eae24005/Probe13.jpg)
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### 2. Complex reflection probes
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One obvious problem with this is that there are places where your reflections will look wrong.
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One obvious problem with this is that there are places where your reflections will look wrong. Normally, this isn't a problem. If your reflections match the colour and shading of the area around them, they don't need to be totally accurate. But when the difference is too big, it can stand out in a bad way.
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![Probe21](uploads/6fe973e83c5bab978c64a7b05880fd35/Probe21.jpg)
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If it's a substantial area of the map, just put an extra probe there!
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This isn't a worst case scenario, but it's pretty obvious that things being reflected aren't there. It's extra worse on the sphere in the room, because it doesn't reflect the walls around it.
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If this is an important area of the map, just put an extra probe there!
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![Probe22](uploads/b7e8674cb2b21bcb2624386ab1d2c160/Probe22.jpg)
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In this screenshot, I've set up the probe area using the controls at the top of the Reflection Probe component. Because of this, the steel sphere next to the structure are still using the main reflection, while the sphere inside is reflecting the inside.
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In this screenshot, I've set up the probe area using the controls at the top of the Reflection Probe component. Because the probe area is defined, the steel spheres next to the structure are still using the outside reflection, while the sphere inside is reflecting the room.
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If the area is box-shaped, we can fit our probes bounds to the walls and enable Box Projection.
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If the area is box-shaped, we can fit our probes' bounds to the walls and enable Box Projection.
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![Probe23](uploads/2ab98dd48b51c931958334baab3e0bcd/Probe23.jpg)
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... | ... | @@ -101,3 +105,6 @@ This is because point lights don't have a physical presence in the environment r |
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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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![An example of such a scene.](https://github.com/zulubo/SpecularProbes/raw/master/images/scene_specular.PNG)
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### Lighting Changing Over Time
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If the lighting in your scene changes, you can enable and disable reflection probes containing different lighting. This allows you to keep the reflections correct between different lighting conditions. |
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