Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

Box Projection broken?

Discussion in '5.2 Beta' started by AcidArrow, Aug 18, 2015.

  1. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,797
    Is it me, or is box projection broken for cubemaps? It seems that the box it projects to is usually larger than what I'm setting it to project to.

    Maybe it's mac specific since I'm working on a Mac atm...?

    Edit: Gah, forgot to add a prefix, I guess it should be in Graphics.
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,797
    It has something to do with the new deferred per pixel code. Switching to Forward (and losing per pixel) makes the projection correct.
     
  3. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Yeah the boxes are essentially enlarged by the "blend distance" of the probe. Otherwise the box projection breaks down and, well, stops working.
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,797
    That.... Makes sense. But how is that ok? Doesn't it make the box projections much less useful now, since even in a rectangular room the reflections are still going to be "wrong".

    (Was the change made with the, now delayed, ssrr in mind, that I guess will compensate?)

    EDIT: Nevermind, just noticed, you can put blend distance to 0 and then the projection is "correct", so everything is good!
     
    Last edited: Aug 19, 2015