It works well but I would like to modify the script in order to stop the rendering of the mirrored objects and keep the last rendered texture and continue to apply it on my meshes.
Unfortunately, I’ am not able to do it. I tried to add a bool parameter to skip some part of the code but the texture don’t keep what was rendered before.
Anybody got an idea on how to modify this script ?
Thanks.
could be anwered with ‘yes’, ‘no’, and some variations in between.
If you want someone to do the work for you, you could try to make the problem so interesting for readers that they immediately want to do it, or you could try to pay someone to do it.
Hi,
I don’t ask for someone to do the work for me. I know that this script is used a lot and if someone is already comfortable with it maybe he can give me tips on how it works.
This script cost a lot on iPhone. I want to disable it while keeping the previously rendered texture to save framerate mainly to improve the touch sampling. I 'am certain that I miss a little something to obtain what I want.
You could copy the renderTexture data to a regular texture. That way you’re sure that you don’t end up with a black RenderTexture when the game is resized, or something else recreates the RenderTexture.
Ive never heard of this script before, but i assume it is the same thing as unity provided reflection/refraction renderings.
Anyhow, what you want has nothing to do with realtime reflections. If i understand you right, you want static reflections of a “cubemap”.
Thats your hint.
Cubemap! Of course, that’s what he was referring to. I think you solved the puzzle Aubergine. You’re probably much better than me at cryptic crossword puzzles too.