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Question by pion · Sep 09, 2011 at 08:47 PM · mirrorreflection

Modifying MirrorReflection2

I am using MirrorReflection2.

I notice that its MirrorReflection material (specifically the Reflection) is something similar like a blue sky. I use white as the "Base (RGB)" texture map.

How do I change it? I chose "Select" but it would not change.

Is it a cubemap? I created a cubemap as shown on http://unity3d.com/support/documentation/Components/class-Cubemap.html. I still could not change the reflection.

I am trying to replace it with something like a white stainless steel look.

Thanks in advance for your help.

UPDATE:

  1. I found out why it has blue sky. It is because I am attaching a blue Skybox. It is reflecting it.

  2. I still don't understand why I can not modify the _ReflectionTex texture but I can modify the _MainTex texture. Please see its Shader code below.


    Shader "FX/Mirror Reflection" { 
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
    }
 

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Answer by pion · Sep 09, 2011 at 11:46 PM

MirrorReflection.cs shows the following code snippet:

     // Reflection render texture
     if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize )
     {
         if( m_ReflectionTexture )
             DestroyImmediate( m_ReflectionTexture );
         m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
         m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID();
         m_ReflectionTexture.isPowerOfTwo = true;
         m_ReflectionTexture.hideFlags = HideFlags.DontSave;
         m_OldReflectionTextureSize = m_TextureSize;
     }


Notice the new RenderTexture( m_TextureSize, m_TextureSize, 16 ); line above. It explains why I couldn't modify the _ReflectionTex because it is being used to assign RenderTexture() during runtime.

Please let me know if the above explanation is incorrect.

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