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Is this even possible with reflection probes?

Discussion in 'General Graphics' started by Metkis, Mar 5, 2015.

  1. Metkis

    Metkis

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    Watching a lot of UE4 videos and there's something that I just can't manage to copy and it's very basic. Where Unity 5's seem to be so reliant on the specular and reflection probes I can't manage to create a reflection like this and I'm not sure if they're even possible at all. A basic lacquered surface with the items atop it reflecting. Is this just not possible with reflection probes and standard material?

     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

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    That's a job for SSR I guess, and it's coming to Unity as soon as graphics wizards get a few spare millisecs.
     
  3. Metkis

    Metkis

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    Alright, awesome, I'm glad I wasn't crazy and just fighting with materials.
     
  4. hippocoder

    hippocoder

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    You can get close with box projected reflection probes though.
     
  5. Metkis

    Metkis

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    I can't for the life of me, I'm interested in SSR, though.
     
  6. Boris1998

    Boris1998

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    So any news on SSR in unity 5?
     
  7. hippocoder

    hippocoder

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    Not for 5.0. Try 5.1 or 5.2 or 5.3. In short, the official response is YES WHEN ITS DONE WITH NO DEADLINE :)
     
  8. Boris1998

    Boris1998

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    Good to know, but with no deadline, it can show up even next year, but no one will die without ssr :D
     
  9. KEngelstoft

    KEngelstoft

    Unity Technologies

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    Yes, it will be available when it is done... We did show off our work in progress version at GDC in case you are interested.
     
  10. eelstork

    eelstork

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    Just hoping to clarify something.

    I was playing with PRO water and I felt like I could get pretty close to something like "a true reflection".

    So, I reduced reflection and refraction distort, then altogether done away with the normal map and, the result does look like a true reflection to me (no multiple bounces as far as I could judge, but still good).

    So far, it looks like I would be much better off using the FX/Water shader than reflexion probes if I wanted a good mirror, rather than some artistic impression of reflectivity.

    Is the water shader using something like SSR? SSR?

    Also, it appears to me that there are a couple of SSR implementations/assets out there, please correct me if I'm mistaken.
     
  11. Zomby138

    Zomby138

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    Water uses a second camera to render its reflections. It doesn't get the specular convolution mip maps that reflection probes have, and so won't work very well will rough materials (even partly rough). It's only really good for mirror like reflections, like you suggested.

    It's also worth noting that rendering a second camera is quite expensive.

    I personally hope they add specular convolution to this method and have it properly integrate with the standard shader so we can use it for partly rough mirror-like surfaces.
     
    eelstork likes this.