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Can the reflection strength of a cubemap be adjusted?
When applying one cubemap to objects in the scene, is it possible for some objects to have a stronger reflection than others? For example, to simulate the material difference between polished chrome and normal metal, or a new shiny refrigerator and an older faded one.
I know that in reflection shaders this can be adjusted, to for example make water less or more reflective, however I'm not sure how (or if) this can be done with cubemaps apart from creating separate cubemaps.
Answer by syclamoth · Nov 27, 2011 at 06:48 AM
The cubemap itself only tells the shader what colours it should draw in what places- it doesn't tell it how to draw them! Usually for this kind of thing, I change 'Reflection Color' tint in the material, either lighter or darker. Then, just set up one material for each type of surface, and change the values accordingly.
Unless, of course, you are talking about making the reflections more or less blurry, which is much more complex.
Oh ok, good idea. But does the shader need to be a transparent shader for this to work? I'm using a Reflective/Diffuse shader, and when I adjust the alpha value of the reflection color I can't see any visual difference. Darkening the reflection color value though does seem to fade out the reflection a bit.
Whoops, was thinking of the colour intensity! You're right, alpha does nothing.