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Has any one experimented with Box Projection Correction Environment Mapping?

Discussion in 'Shaders' started by Dev.D1, Nov 30, 2011.

  1. HonoraryBob

    HonoraryBob

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    If I could afford Unity Pro, I'd just use a variation of the standard water shader, which has realtime reflection and refraction. In the meantime, I'm trying to find an alternative that at least looks somewhat convincing.
     
  2. HonoraryBob

    HonoraryBob

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  3. Dev.D1

    Dev.D1

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    Thanks for the link. I should really have checked before getting all excited eh ? :) But to tell you the truth I wouldn't have done it in the way described as scaling to a high number of image proxies mandates massive drawcall addition ( atleast in forward rendering).

    I'll update the other threads if I get something a bit more usable.
     
  4. HonoraryBob

    HonoraryBob

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    If you want more of a challenge.... here's a variation of the billboard reflection method which can render realistic-looking mutual reflections (the reflection 'bounces' back and forth between two reflective objects) for complex objects like the famous tea kettle model : in one screenshot, they've got two kettles mutually reflecting each other; in another one, the kettle reflects the Stanford Bunny. The following PDF explains the method, but doesn't give any code: https://www.cs.purdue.edu/cgvlab/papers/popescu/popescuGemEG06.pdf
     
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