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Unity Pro water with a cubemap instead of real time reflections
Is there any way to use the Unity Pro water without the realtime reflections? The Unity Pro water more then doubles the drawcalls in my scene and i don't need the realtime reflections.
Cube maps will need to replace the internal reflection parameter in the water4 shader. You will need to edit planar reflection script and know enough shader knowledge to know how to exchange the two.
Yeah for some reason, I'm getting reflections on unity free, though this may sound good, it makes it illegal to release my game, so I'm interested in an answer for this too as I have failed to find a way elsewhere.(google, gems, noon to print tuts). I still want reflection so I just want them legit too.
However the method is probably quite technical for someone new. Probably all sorts of crazy math, here I am thinking yr12 advanced maths would help lol. Well at least the way I'd like it done.
You wouldn't need a cubemap, as the Pro shader uses a single texture for reflection and refraction grabbed from a camera that is hidden in the hierarchy view. All you'd need is to take a picture with a static camera, save the texture, and use it ins$$anonymous$$d of the real-time texture that the shader uses. Actually, it should be quite simple to do, and be quite a bit more performant. And because you'd be using a static image, you shouldn't need the associated script either.
that's what i've been doing temporarily, the reason i wanted to use a cube map so that the image could adjust based on the Angle. e.g you have a forest on one side and a desert on the other, between them is a river, if a look towards the desert its going to look strange to see tress being reflected in the water, likewise if i saw sand in the water while look at the forest.
I see...good point. That does complicate things quite a bit. ;)
I still haven't found a way to do this. I'm trying to make water that's seethrough but still has reflections (I don't think refraction is possible without the realtime camera)