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Question by smilefr · Jul 12, 2012 at 11:08 AM · camerawaterplaneclipping

Reduce water's reflection camera max clipping plane

Hi! So my issue is simple, the reflection camera of the water4 example displays elements that are behind my main camera's clipping plane, this wastes a lot of resources!

Any help would be greatly appreciated!

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avatar image JoeHarry · May 21, 2014 at 08:34 AM 0
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Hey I know this is a very old question but did you find a solution to this in the end? I'm having the same problem and have been rattling my brain trying to fix it.

avatar image JasonC001 · Oct 13, 2014 at 10:27 PM 0
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I'd love to have a solution to this too. Unfortunately I wouldn't be able to use Joe's answer below because some of the objects to clip out are terrains, which are on the Terrain layer, and need to continue to stay on that layer in a large RTS.

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Answer by JoeHarry · May 22, 2014 at 08:25 AM

Even though this is a very old question I'll post my solution in case anyone in the future has the same problem...

Rather than trying to change the clipping plane of the water reflection (which seems impossible) I created a new layer called Reflection Layer and set the water plane to reflect this layer only. Then game objects can be added or removed from the reflection layer depending on how close the player is. Here is a quick script I wrote for that...

 using UnityEngine;
 using System.Collections;
 
 public class ChangeLayer : MonoBehaviour {
 
     public Transform character;            //add the player game object in inspector
     private Transform cachedTransform;
     private float dist;
 
     // Use this for initialization
     void Start () 
     {
         cachedTransform = transform;    //cache the player position
         dist = Vector3.Distance(character.position, cachedTransform.position);    //calculate distance between object and player
         StartCoroutine(CheckDistance());
     }
     
     IEnumerator CheckDistance()
     {
         while(true)
         {
             dist = Vector3.Distance(character.position, cachedTransform.position);    //calculate distance between object and player
 
             if(dist < 60)    //If player is close enough to game object 
                 gameObject.layer = LayerMask.NameToLayer("Reflection Layer");    //Add to reflection layer 
             else             //If not close
                 gameObject.layer = LayerMask.NameToLayer("Default");            //Add to default layer 
 
             yield return new WaitForSeconds(0.3f);
         }
     
     }
 }
 

The script has to be added to every game object that you want to be reflected... so if you have hundreds of game objects there may be a better way but this works perfectly for me.

Cheers, Joe

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