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Question by bamncan · Sep 18, 2016 at 07:19 PM · c#shaderreflectionglassmirrorreflection

How do I orient my glass reflection properly?

I'm trying to get a glass reflection on my floor. I have a Standard material with the Albedo set to 50% Alpha, Metallic to 0 and Smoothness near 1.

Standard Glass

But you can see the reflection is completely off.

However, if I use MirrorReflection4, replace my glass material with MirrorReflection4's script and shader material to the floor. The mirroring is resolved, but I can't set the opacity.

alt text

Each tutorial I see says that what I'm doing should be correct. How can I get the reflection of the MR4 with the Glass version so I can set the alpha layer?

mirrorreflection4.jpg (187.3 kB)
standardglass.jpg (185.4 kB)
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Answer by Gotard · Sep 18, 2016 at 09:26 PM

You won't get accurate results using standard shader because its reflections are based on reflection probes. Reflections probes are fast but they are known for their inaccuracy especially on flat surfaces like floors. Good old "render everything twice" seems like a way to go for big mirror like surfaces.

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avatar image bamncan · Sep 18, 2016 at 09:36 PM 0
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I have one Reflection probe in the scene. Are you saying I should increase that number and blend them?

avatar image Gotard · Sep 19, 2016 at 03:53 AM 0
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There's nothing wrong with using this $$anonymous$$irrorReflection4 script if you want accuracy over performance so I would stick with that. You should be able to add an opacity parameter to its shader. Yes, you can try increasing probe count for better results but it will be still an approximation. You can also try SSRR from cinematic image effects package, it might give you better results than light probes (I've never tried that myself).

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