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pidi_planar_reflections_2 [2019/08/28 05:17]
irrsoft [LWRP vs Standard Pipeline]
pidi_planar_reflections_2 [2019/09/05 14:23] (current)
irrsoft [Installation]
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 ==== Installation ==== ==== Installation ====
 ### ###
-While PIDI : Planar Reflections 2 has been designed to be integrated to any project at any stage of development with little to no setup required, there are still some considerations to be made for projects which are upgrading from the original release (version 1.0 - 1.9 ) or projects using the new Lightweight Rendering Pipeline (LWRP). Below you will find the steps to follow in order to install and setup PIDI : 2D Reflections 2 in any of these cases.+While PIDI : Planar Reflections 2 has been designed to be integrated to any project at any stage of development with little to no setup required, there are still some considerations to be made
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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.
 +###
 +
 +###
 +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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 ### ###
 The only texture required by the shader is the Waves Normal map. A default Normal map is provided with this package. The only texture required by the shader is the Waves Normal map. A default Normal map is provided with this package.
-### 
-### 
-The reflection texture can be any Render Texture and is automatically assigned if you create a plane with this material and add the PlanarReflection component to it. 
-### 
-### 
-The Shore, Bottom and Clarity levels all control the depth based rendering of the transparency and colors of the water. Change these values to move the shore line, the deep end of the water and how clear or colored is the water near the shorelines. 
-### 
-### 
-While the water material is easily configurable to look great in both Gamma and Linear color spaces, Linear is recommended for best and most coherent results. 
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 {{ :planar2_watershaderui.jpg?direct&400 |}} {{ :planar2_watershaderui.jpg?direct&400 |}}
 \\ \\
- 
-### 
-The only texture required by the shader is the Waves Normal map. A default Normal map is provided with this package. 
-### 
 ### ###
 The reflection texture can be any Render Texture and is automatically assigned if you create a plane with this material and add the PlanarReflection component to it. The reflection texture can be any Render Texture and is automatically assigned if you create a plane with this material and add the PlanarReflection component to it.
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 While the water material is easily configurable to look great in both Gamma and Linear color spaces, Linear is recommended for best and most coherent results. While the water material is easily configurable to look great in both Gamma and Linear color spaces, Linear is recommended for best and most coherent results.
 ### ###
 +
 +\\
  
 ---- ----
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   * Roughness + Depth (Blur)   * Roughness + Depth (Blur)
   * Roughness + Depth (Fade).   * Roughness + Depth (Fade).
 +\\
 +
 +;#;
 +**PBR REFLECTIVE SHADERS**
 +;#;
 +;#;
 +**(PIDI SHADERS COLLECTION/PLANAR REFLECTION/PBR)**
 +;#; 
 +
 +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.
 +
 +\\
 +{{ :planar2_pbrshaderui.jpg?direct&400 |}}
 +\\
 +###
 +For some values such as the metallic, gloss (smoothness), roughness and specular, the shader allows you to select the source of these inputs. The source can be either the direct values as shown in the shader's interface or the corresponding texture. By using the drop down menu you can select which source to use
 +###
 +
 +###
 +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. 
 +###
 +
 +\\
 +{{ :planar2_pbrshaderui_2.jpg?direct&400 |}}
 +\\
 +
 +###
 +This Depth power variable controls how the depth will affect the reflections, either by controlling the amount of blur applied depending on the distance between the reflected objects and the surfaces or by fading out the far away objects in the case of the Depth Fade shaders. 
 +###
 +
 +\\
 +{{ :planar2_pbrshaderui_3.png?direct&600 |}}
 +\\
  
 \\ \\
pidi_planar_reflections_2.1566969446.txt.gz · Last modified: 2019/08/28 05:17 by irrsoft