I have a Reflection Probe by player and moving it with the player position and updating it.
Now with split screen, we can have up to 4 reflection probes.
I now want to only “use” the reflection probe for this player when the player camera renders.
And here I run into problems.
What I tried with OnPreRender()/OnRreCull():
Tried to disable other reflection probes
Setting the importance to 0/1 depending on if the reflection probe should be rendered for that camera
Moving other probes to y = -1000
That all is not working. More Infos here:
So my question would be: When is the reflection probe applied to the camera render? Does not look like, if it is used while rendering the normal image… Anyone any idea?
Hi,
I’m not using URP. I think Build In is then the correct name? That is why SSR is not available…
Pre Bake is not working, as I have changing colors and light going on and off. But that is not a problem. Blending is also working. But the result with blending is causing other visual problems, when I move the overlapping probs (bound to the user position).
But thanks so far.
Still wondering, when in the render process the Reflection Probe is applied…
I switched to SSR, which is applied to the Camera as Post Processing. Looks better, and has also better performance. But the build in SSR Post Process is not working with Build In Render Pipeline. So I bought one from the shop. Working real great and solved all my issues