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Parallax Correct Reflection Probe?

Discussion in 'High Definition Render Pipeline' started by CorneliusCornbread, Apr 7, 2020.

  1. CorneliusCornbread

    CorneliusCornbread

    Joined:
    Jun 21, 2017
    Posts:
    32
    So recently I heard about how Source has a mod that corrects the reflections for cube maps in Source. Which got me wondering, does Unity have parallax correction? From my quick testing in the editor with HDRP, no, it doesn't. But why? Its technology that now exists in an engine older than I am. Personally I think it's a great way to make accurate but cheap reflections. It's more accurate and faster than screen space reflections. Is there some technical limitation in Unity that prevents this? It just seems like an obvious feature that's lacking from HDRP.
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
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    29,723
    Yeah it does. HDRP was in part made by the man who invented the modern way of doing parallax correction maps as well.

    HDRP docs mention it too.

    Use box projection.
     
  3. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,066
    Unity has had it since Unity 5 and a bunch of people (me included) had it implemented in Unity 4/3.

    In built in you tick box projection tickbox on the reflection probes.

    In HDRP I think it's controlled by the Proxy Volume stuff.

    I think URP does not support it (or at least it didn't use to, but maybe something changed in recent versions).
     
  4. CorneliusCornbread

    CorneliusCornbread

    Joined:
    Jun 21, 2017
    Posts:
    32
    Oh my mistake, I had made the lighting probe too big and it made the light probe look as though there was no parallax correction. There is no checkbox from what I can tell on the latest version of HDRP so I assume it's just enabled by default.
     
  5. SebLagarde

    SebLagarde

    Unity Technologies

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    Dec 30, 2015
    Posts:
    932