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pidi_planar_reflections_2 [2019/08/28 05:43] irrsoft |
pidi_planar_reflections_2 [2019/08/29 16:29] irrsoft [Basic Reflections Setup] |
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Please keep in mind that due to the way Planar Reflections work (by basically re-drawing all the reflected objects for each camera that looks at the reflection) the best way to optimize the framerate of your project is to reduce the total amount of draw calls either by simplifying the scene or by reducing the amount of objects that are reflected. Reducing the resolution of the reflection, its update frequency and other factors will only help performance up to a point. | Please keep in mind that due to the way Planar Reflections work (by basically re-drawing all the reflected objects for each camera that looks at the reflection) the best way to optimize the framerate of your project is to reduce the total amount of draw calls either by simplifying the scene or by reducing the amount of objects that are reflected. Reducing the resolution of the reflection, its update frequency and other factors will only help performance up to a point. | ||
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+ | Also keep in mind that due to the way the reflection textures are handled you will need a different material for each reflective surface unless they are all located in the same plane. | ||
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* Roughness + Depth (Blur) | * Roughness + Depth (Blur) | ||
* Roughness + Depth (Fade). | * Roughness + Depth (Fade). | ||
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+ | **PBR REFLECTIVE SHADERS** | ||
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+ | **(PIDI SHADERS COLLECTION/ | ||
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+ | This collection of shaders is based on the Standard shader included with Unity and all the inputs match those of the Standard Unity shader, with just a few differences. | ||
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+ | For some values such as the metallic, gloss (smoothness), | ||
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+ | On top of the standard shader properties and the default reflection properties such as the reflection tint, distortion and blur, the Depth versions of these shaders also include a variable called “Depth Blur Power” in the Depth variants and “Depth Fade Power” in the Depth (Fade) variants. | ||
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+ | This Depth power variable controls how the depth will affect the reflections, | ||
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