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Unity 5 destructible objects with reflection probes.

Discussion in 'General Graphics' started by tynew, Mar 14, 2015.

  1. tynew

    tynew

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    So I'm wondering how does one have correct probes working in Unity 5 for a vehicle such as a spaceship or naval ship which has an interior and exterior hull but the pieces are destructible.

    I'll bring up this image to illustrate the point:
    Now imagine that this is the interior of a moving spacecraft or such. The hull is destructible, how can probes look correct from both sides? This can be done with a material cubemap override with something like Lux in Unity 4 but using probes in Unity 5 this is not possible. This would mean that Unity 5 doesn't really support games with destructible environments?

    perhaps there is some way to have cubemap override on a material basis with the Unity 5 standard shader?
     
  2. Alabatross

    Alabatross

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    Lux solved this by letting you override cubemaps per material

    No idea how it can be done easily with u5's pbr though
     
  3. tynew

    tynew

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    bump
     
  4. cakeslice

    cakeslice

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    Just use separate meshes and anchor override.
     
  5. tynew

    tynew

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    If you read the first post I described that isn't possible with destructible pieces. With destruction the pieces need to be 1 whole chunk. You want one side of the chunk to show the exterior cubemap and the other side to show the interior.
     
  6. cakeslice

    cakeslice

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    What do you mean with "chunk"? Isn't it just a mesh?
     
  7. tynew

    tynew

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    If you have a destructible building (roof hidden in this image), how do you intend to have the interior to have an interior cubemap and the exterior to have an exterior one? If you DO detach the interior faces then you have to parent that to the rest of the debris chunk for EVERY single destruction chunk, and albeit there are other problems associated with this. For example the vertex normals cannot be resolved with this kind of stuff.

    This is where multi material objects with a cubemap override on a per material basis is the solution. You simply cannot do destruction with this on a per mesh basis.
     
  8. cakeslice

    cakeslice

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    Okay good point. I guess you will need to hack the built-in shaders then since Unity is probably not going to implement it due to low demand.
     
  9. hippocoder

    hippocoder

    Digital Ape Moderator

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    If its in a ship and practically everything can be reflected, then you can consider using a probe as a child of the camera.