Reflections - SSR?

What are the current SSR options in Unity, are there any that are’t on the asset store? I understand Candela has fallen from grace. Why was it so much more expensive than the other SSR offering. Suggestions? Thanks.

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SSR is coming in a future update, apparently.

Yea I’ve heard and i’m looking forward to it. The problem is I have a current project and deadline. Box projection and cubemaps have worked ok, but I always end up with a column in the middle of the room or an ‘L’ shaped space or somthing. This project is no exception.

Why did Candela fall from grace?

I dont have any personal experience. It’s been mentioned in a number of threads i’ve read that they are no longer responding to support requests. I dont know why I phrased it like that.

Ah, i see.
Thanks for the info. I don’t own the plugin myself but heard about it. Probably gonna pass on it until Unity comes up with their version.

What about Mirror Reflection or Surface Reflection scripts from the wiki?
I’ve heard they work fine, but it looks like they are broken in Unity 5. Any suggestions for making mirror reflection on floors (in more complex enviroment than box shaped room)?

Duplicate upside down geometry and transparent floor hack? :slight_smile:

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Bad idea for many reasons…Is there any not so complex trick for having flipped geometry image as some sort of camera-dependent tiled texture?
Sorry for so much questions, but I am new to this stuff. I’ve recently started learning graphic aspect of game develping, altrough I am not very experienced programmer, especially when it comes down to shaders.

If you have Candela and are good with coding shaders and understand the rendering changes since 4.6 I think it’s fixable. It’s not that far away from working properly. It’d be easier than creating your own SSRR anyway.

Other than that the only solution, if your reflective object moves, is to use legacy shaders with real time cubemaps from render texture which is now available to us free version plebs. It’s not ideal and won’t look as good but it’s a possibility.

I’m sure most people would rather use a built in solution, myself included, but we don’t know when it’ll be available. I’d be surprised if we don’t see new 5.0 compatible SSRR in the asset store very soon. I think there’s a great opportunity there for someone to make some cash.

There’s no reason to use legacy shaders with realtime cubemaps. You can set up a realtime reflection probe with all the new PBR shizzle and attach it to your character.

Of course, I forgot to mention those. But on for example vehicles, results can be good but not on the level of SSRR. You have to adjust clipping planes to stop the paint work reflecting the interior of the car, but at the same time this can result in very close objects not being reflected.

But yes, much better than using legacy.

Personally I would put the car itself on a layer that is left out of the rendering mask of the probe.

Reflection probes are pretty useful for almost everything, but cannot compare to SSRR.
For example, floor is just a horizontal surface that reflects everything along Y axis and Mirror Reflection or Surface Reflection shaders from Unity wikishould be fine for floor reflection, like lacquered wood. I’ve also seen some pretty good realtime floor reflections that work even on mobile devices in Angry Bots demo. What I don’t understand is why those shaders stopped working after Unity 5 update.

As I alredy mentioned, I don’t have knowledge about shaders nor how to make those shaders work in Unity 5 and I don’t plan on learning shader coding soon.

I am just curious, has anyone menaged to convert such shaders to work with Unity 5 or something that will work stuff?
Aaaaand…reflection probes that generate cubemaps cannot reflect objects in the middle of the room or L shaped rooms…

ps. something interesting here:
“open source screen space reflections implementation for Unity3D 5”
http://www.kode80.com/blog/2015/03/11/screen-space-reflections-in-unity-5/index.html

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Anyone tried this out yet? Sounds great.

Doesn’t seem to work for me, but I’ve only tried it on a DX9 Integrated GPU laptop.

Me neither. DX11/Windows 7. Purple screen of shader issue.

But looking at his twitter seems like he’s just ported it to Windows today so something must be missing there still.

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That brings back memories. I remember doing that in Worldcraft for Half-Life 1 maps back in the day. Worked like a charm.

@Botanika @adventurefan
open SSR.shader and change line 290 from
specRoughPixel = half4( 1.0 );
to
specRoughPixel = half4( 1.0, 1.0, 1.0, 1.0 );

this fixed the purple screen for me

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