Hello,
I’m a bit new to Unity, but I am more experienced with shaders in general.
I am trying to make a semi-realistic wood floor shader. I am trying to do real-time reflections. I originally started with reflection probes with the standard shader and doing a real-time cube map. That turned out to be a resource hog. In the past, since all I need is a plane reflected, I would generate the reflection texture. So, I did that.
I have a vert/frag shader that now shows a perfect reflection and can blend with my diffuse, etc. It’s very fast.
A few problems/questions…
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Is there any way to use the Physically based shading (PBS), I’ve been hearing about more easily through vert/frag shaders? I know using a surface shader has this, but don’t believe I’m doing that.
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My reflection is perfect, what’s a good solution to introduce a more wavy effect, I think it’s called fresnel, but it would be that refraction look of your reflection when you’re on a shiny wood floor.
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If I were to switch back to a custom surface shader, how can I use my own reflection texture… is that possible? I don’t want to use the reflection cube map.
Thanks!