HeAdO wrote:What nodes are used in real-time reflections for water and mirror shaders, would somebody possibly be so kind as to show me how? Thanks in advance.
HeAdO wrote:Yes, I've looked at the simpleRefraction material. To the extent that I'm aware I don't think cubemaps give accurate enough reflections. Is there a way to accurately and literally mirror everything on a limited area on a mesh instead of projecting a cubemap? The only solution I found was the way Unity did it by using a camera and a C# script. Anyways I really appreaciate that you guys take your time to listen.
HeAdO wrote:Thanks, you've definitely put me on the right track. I'll have to do some thinking on how to make the Screen Grab and Screen Position node reflect properly. And also thanks for suggesting that free mirror asset it'll definitely come in handy.
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