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Question by Rush3fan · Mar 09, 2012 at 02:22 AM · cubemapreflective

Can someone help me modify the reflective cubemap script?

Hi, I don't like the way the reflective cubemap script is now. If you have a ton of objects using it, you will end up having to render way too many camera textures.

The solution I am trying to get at is using the main project camera location as reference, but then render to a cubemap texture in the assets. This way, I can manually put this same cubemap on many objects and still only have to render 6 faces from my main camera location.

Currently, my script modification works, but I am getting some annoying errors in the console: "m_Memory.renderTextureBytes<0".

Would anyone be able to help me find what is causing the error?

 // Realtime reflective cubemaps!
 
 @script ExecuteInEditMode
 
 var cubemapSize = 128;
 var oneFacePerFrame = false;
 
 private var cam : Camera;
 
 //This goes to my cubemap texture
 var rtex : Cubemap;
 
 function Start () {
     // render all six faces at startup
     UpdateCubemap( 63 );
 }
 
 function LateUpdate () {
     if (oneFacePerFrame) {
         var faceToRender = Time.frameCount % 6;
         var faceMask = 1 << faceToRender;
         UpdateCubemap (faceMask);
     } else {
         UpdateCubemap (63); // all six faces
     }
 }
 
 function UpdateCubemap (faceMask : int) {
     if (!cam) {
         var go = new GameObject ("CubemapCamera", Camera);
         go.hideFlags = HideFlags.HideAndDontSave;
         go.transform.position = transform.position;
         go.transform.rotation = Quaternion.identity;
         cam = go.camera;
         cam.farClipPlane = 100; // don't render very far into cubemap
         cam.enabled = false;
     }
     
     cam.transform.position=transform.position;
     cam.RenderToCubemap(rtex,faceMask);
 }
 
 function OnDisable(){
 DestroyImmediate(cam);
 }

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