Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Sir-Spunky · May 05, 2015 at 02:37 AM · reflectionskyboxcubemap

Update global reflections from procedural skybox

Hi,

I'm using the built-in procedural sky in Unity 5. When I set "Reflection Source" under the Lighting tab to "Skybox", this updates the reflections based on the sky color. But when I run the game, it doesn't refresh the reflections automatically when I change the sun position/sky color.

Is it possible to call a method from a script to refresh the reflection map? If not, how would I render a reflection probe into a cubemap, and use this as the reflection source instead?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by alexandre-fiset · Jul 08, 2015 at 02:13 PM

Hey there!

To achieve what you want, I would suggest creating a giant Reflection Probe around your environment and add a script that uses the ReflectionProbe.BlendCubeMap function.

This will return a RenderTexture that you can assign by script in the probe. The function is quite efficient (~0.3 ms). Here's a simple proof-of-concept script:

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent (typeof (ReflectionProbe))]
 public class BlendReflection : MonoBehaviour {
 
     [SerializeField] Cubemap cubemap1;
     [SerializeField] Cubemap cubemap2;
     [Range(0.0F, 1F)] [SerializeField] float blendFactor;
     RenderTexture renderTexture;
     ReflectionProbe probe;
 
     public void Start () 
     {
         probe = this.GetComponent<ReflectionProbe> ();
         probe.mode = UnityEngine.Rendering.ReflectionProbeMode.Custom;
         renderTexture = new RenderTexture (cubemap1.height, cubemap1.height, 0, RenderTextureFormat.ARGBHalf);
         renderTexture.useMipMap = true;
         renderTexture.isCubemap = true;
         probe.customBakedTexture = renderTexture;
     }
     
 
     public void Update () 
     {
         if (probe != null && cubemap1 != null && cubemap2 !=null) 
         {
             ReflectionProbe.BlendCubemap (cubemap1, cubemap2, blendFactor, renderTexture);
         }
     }
 }

Simply add this script to a probe, set the two cubemap, press play and use the slider to see it blend between the two maps. This will work on all objects affected by the probe.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Having static objects in scene disables skybox reflections. 0 Answers

Calculating position of projected object in reflection 1 Answer

Why are my Smooth Textures Reflecting Blank Cubemap 0 Answers

How can I hide HDRI skybox view from my game view but still get its lighting features in realtime? 1 Answer

Changing the reflection cubemap of all materials? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges