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Resolved Using different Reflection Map for specific Materials/Objects/Layers

Discussion in 'General Graphics' started by Hellothere_1, Aug 20, 2020.

  1. Hellothere_1

    Hellothere_1

    Joined:
    Sep 18, 2018
    Posts:
    32
    I'm making a space game and I would like stuff inside the spaceship to use a different cubemap for reflections than the objects outside.

    I know that the usual way to do this is to set up different volumes with reflection probes, but the problem with that is that spaceships are built from various blocks at runtime, so the only ways to do this with reflection probes is to either add a reflection probe to every single corridor block or to write some kind of volume partitioning algorithm that finds connected corridors and then sets up reflection probes for that.

    Neither of these seem to be particularly efficient or elegant solutions to me. Is there any way I could just set certain materials or render layers to use a different, pre-built cubemap instead?

    I'm using URP in case that matters.

    Below is a picture of my corridor system:

    Crew.JPG
     
  2. Hellothere_1

    Hellothere_1

    Joined:
    Sep 18, 2018
    Posts:
    32
    Nevermind, I guess I can do this with an anchor override