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Reflection probe stacking
I want both two reflection probes to take effect on the player's mesh renderer. The outer probe captures the reflections caused by far awake objects (planets and nebula), this probe takes effect on all objects in the scene. The inner probe (follows player) captures the reflection of close-by objects and only takes effect on the player. However, the player mesh renderer always takes only one probe. Is there a way to achieve this?
Answer by AurraSing · Jul 14, 2020 at 02:34 AM
I managed to do this by writing a script. Basically, I blend the two reflections using: ReflectionProbe.BlendCubemap()
Then took the blended texture to a thrid reflection probe by: thridProbe.customBakedTexture = blendedTexture;
And using the thrid probe for reflection.
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