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Why reflect so different between realtime and custom type in Reflection probe?

Discussion in 'Shaders' started by dreamerflyer, Apr 6, 2016.

  1. dreamerflyer

    dreamerflyer

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    what 's wrong with the reflection probe? realtime.jpg cube.jpg
     
  2. dreamerflyer

    dreamerflyer

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    what can cause this?
     
  3. dreamerflyer

    dreamerflyer

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    realtime.jpg cube.jpg
    how to fixed?
     
  4. Zicandar

    Zicandar

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    Feb 10, 2014
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    A few questions that might help find an answer:

    Are you sure that the realtime probe is even applied?
    If so, how did you get the cubemap used?
    What are the settings for the mesh your showing?
    What are the settings for the cubemap asset?
    What are the global/scene lighting settings?
    What version of Unity are you using?
     
  5. dreamerflyer

    dreamerflyer

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    I want use cubemap to replace the realtime mode .so i use RenderToCubemap.cs to render cubemap,the setting differece between them only the type ,other setting is the same.Mesh setting is light probe blend.Using unity5.3.2. lighting.jpg cus.jpg
     
  6. dreamerflyer

    dreamerflyer

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    i found this code in UnityGlobalIllumination.cginc:
    Code (CSharp):
    1.     half3 env0 = Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn2);
    maybe is the realtime reflection probe create the unity_SpecCube0 different with custom cubemap create the unity_SpecCube0, how fixed this?
     
  7. Zicandar

    Zicandar

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    In your last image it's displaying an error, it's likely related to that.
    Please show me the settings for the cubemap ASSET that the RenderToCubemap.cs created.
     
  8. dreamerflyer

    dreamerflyer

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    hi,this is cubmap setting ,thanks~.And ,You are right ! I enable the midmap setting,this fixed!!Thanks a lot!
     

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    Last edited: Apr 8, 2016
    Zicandar likes this.