I happen to have NO experience with coding or modifying shaders so I have a feeling I would probably just need to alter the color = white to RGBA and set the alpha lower perhaps… but I am not sure.
I am using the mirror shader and it shows the skybox area in the reflection as bright pure white and not the skybox.
I am modifying the mirror shader now and trying to take my limited knowledge with logic and use the window reflection shader as a reference to make this thing translucent lol. Just made it pitch black so thats a start I guess.
here it is. I set it up so you can change the amount of reflection and tint the glass as well. Be sure to drop the mirror.cs script onto the window etc.
It looks really awesome!!! VERY REALISTIC! I am now happy. I like this a lot. My only issue now is that the skybox is not showing up in my reflections. It wasn’t in the mirror to begin with. Wonder why. hmmmm
Have it reflecting the skybox too now. For some reason, the mirror script was not using my camera as current so I changed it to camera.main and added a skybox directly to my camera and its working.
Didnt work for me in latest unity 3.0 build, MirrorReflection.cs kept throwing lots of errors up about texture not being a power of 2 (even when it was set to 256)
I’ve also been searching for a glass shader with dynamic reflections. I eventually managed to make one, by modifying the MirrorReflective shader/script to include transparency, a base texture, and tinting.
HI There, can anyone explains to me why is mine is reflecting the Skybox while my object is in a showroom? it seem as if it is picking up the Skybox even though I put in another texture.