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How would you set up Reflection Probes for reflective materials for dynamically generated assets?

Discussion in 'High Definition Render Pipeline' started by will_unity118, Sep 30, 2021.

  1. will_unity118

    will_unity118

    Joined:
    Sep 30, 2021
    Posts:
    1
    We are working on a modern city builder and have a somewhat of a problem regarding how to solve reflections in our game...

    Blender Render

    As you can see form our blender render, this is what we want to achieve for our max graphics settings for our reflective glass material.

    The problem is that the environment isn't static and the building generate on RICO demand, so how would you set up dynamic reflection probes for generated buildings or is there some other way to achieve this look in Unity?

    Haven't seen anything that helps with this on YT

    If anyone here can help
     
  2. Bezoro

    Bezoro

    Joined:
    Mar 16, 2015
    Posts:
    133
    ReflectionProbe.RenderProbe() should do it, but doing it every time a new building is built is probably going to kill performance.

    I'd just use SSR for those reflections, and art directed custom reflection probes/skybox for general reflections.