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Update global reflections from procedural skybox
Hi,
I'm using the built-in procedural sky in Unity 5. When I set "Reflection Source" under the Lighting tab to "Skybox", this updates the reflections based on the sky color. But when I run the game, it doesn't refresh the reflections automatically when I change the sun position/sky color.
Is it possible to call a method from a script to refresh the reflection map? If not, how would I render a reflection probe into a cubemap, and use this as the reflection source instead?
Answer by alexandre-fiset · Jul 08, 2015 at 02:13 PM
Hey there!
To achieve what you want, I would suggest creating a giant Reflection Probe around your environment and add a script that uses the ReflectionProbe.BlendCubeMap function.
This will return a RenderTexture that you can assign by script in the probe. The function is quite efficient (~0.3 ms). Here's a simple proof-of-concept script:
using UnityEngine;
using System.Collections;
[RequireComponent (typeof (ReflectionProbe))]
public class BlendReflection : MonoBehaviour {
[SerializeField] Cubemap cubemap1;
[SerializeField] Cubemap cubemap2;
[Range(0.0F, 1F)] [SerializeField] float blendFactor;
RenderTexture renderTexture;
ReflectionProbe probe;
public void Start ()
{
probe = this.GetComponent<ReflectionProbe> ();
probe.mode = UnityEngine.Rendering.ReflectionProbeMode.Custom;
renderTexture = new RenderTexture (cubemap1.height, cubemap1.height, 0, RenderTextureFormat.ARGBHalf);
renderTexture.useMipMap = true;
renderTexture.isCubemap = true;
probe.customBakedTexture = renderTexture;
}
public void Update ()
{
if (probe != null && cubemap1 != null && cubemap2 !=null)
{
ReflectionProbe.BlendCubemap (cubemap1, cubemap2, blendFactor, renderTexture);
}
}
}
Simply add this script to a probe, set the two cubemap, press play and use the slider to see it blend between the two maps. This will work on all objects affected by the probe.
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