Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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
1
Question by akiraddd · May 05, 2015 at 03:34 AM · mobilespecularmipmapsprobesreal-time

Are real-time reflection probes working with specular convolution on mobile devices?

Suspecting specular convolution was simply missing from the real-time reflection probe's render target on Android, I modified a custom shader to simply output all of the cubemap's miplevels. As expected, only the full resolution reflection was present. None of the mipmaps were ever updated with specular convolution (they remain black). This was true regardless of which real-time reflection mode I set the probe to use, enabling/disabling time-slicing made no difference.

My initial tests using my custom shaders appeared to prove that real-time reflection probes do indeed work on Android. Updating reflections every frame was, as expected, fairly slow even with timeslicing enabled, but it did appear work...because the shaders I had used in the test simply displayed the reflection probe's cubemap at full resolution (it just so happened that all of the specular materials in my scene at that time had glossiness set to 1.0). To improve performance on hardware, I elected to trigger reflection probe updates via script and reduce the resolution of the cubemaps...which is when I decided against ever having perfectly smooth materials. And that's when I started noticing that the reflections would drop glancing cube-facings or fade as the camera pulled back from the surface.

Custom reflections work fine on Android and are my present workaround (the probes are still set as real-time for PC, but the script I use to trigger probe updates switches the probe type to custom on mobile devices). I was hoping to take advantage of script-triggered real-time reflections so I wouldn't have to store files for every environment / lighting scheme we plan to load at run-time.

Is this a known bug or simply a limitation of real-time reflection probe implementation on mobile devices? I haven't even checked to see if this is the case on iOS.

Comment
Add comment · Show 2
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
avatar image nawash · Jul 31, 2015 at 10:53 PM 0
Share

Same issue for me. Any update on that ? Using iOS iPad 3 in OpenGL ES 2.0. 16*16 cubemap with mipmaps in linear mode

avatar image quitebuttery · Oct 05, 2017 at 03:40 AM 0
Share

It's 2017 and in Unity 2017.2 I think this is still an issue. All reflection probes and environment reflection cubemaps reflect with full sharpness regardless of the roughness/smoothness setting.

Even if it's not very accurate, I'd appreciate some kiind of cut down mobile version of convolution for reflection/lighting cubemaps.

0 Replies

· Add your reply
  • Sort: 

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Using -Texture Quality: Half- res and mip maps 0 Answers

Moving in Unity with real world coordinates (latitude-longitude to 3d position) 1 Answer

How can I load only specific mip levels? 1 Answer

Which specular shader to use on mobile? 0 Answers

Check performance of shader for mobile 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