Hello
I’m having troubles in making a reflective ground.
i’ve tried
realtime and static cubemaps, and in the latter one moved/rotated/scaled the dummy object(rather than the original one) and the reflection isn’t accurate at all
then i got into the mirror shader, but can’t get rid of the Y Up axis limitation (my object, and my scene, have all a Z UP axis)
maybe i’m drowning in a glass of water, (no luck with that shader too
but can’t accomplish to make horizontal plane reflection in any way.
thanks for your time 
this is the result with both static and realtime, i tried to avoid the temporary camera deletion, in the realtime cubemap script, just to debug and understand it’s position. being able to do so, would be a nice start.[/img]
okok i managed to do it 
and i’d like to share it, as a minimal repay, since you’ve all been so kind 
thanks to the great MirrorReflect2 shader on the wiki
and having enough sleep by my side to notice
that i had to change the Vector3 normal = transform.forward;
in order to follow my UP axis 
then, added an Addictive reflective shader, et voila’, wonderful reflections 
ok now, enough with happy dances… what if i would like to add a bumpmap to this very “short” (i’m not comfortable in calling it easy, since it’s not for me :))
Shader "ADD_REFL" {
Properties {
_Color("Color", Color) = (1,1,1,1)
_ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
}
Subshader {
Blend One One
ZWrite Off
Pass {
SetTexture[_ReflectionTex] {
matrix [_ProjMatrix]
constantColor [_Color]
combine texture * constant
}
}
}
}
thanks again for your time 