[RELEASED] Standard RP Mirror Shaders

Please see the package HERE with some other packages included
or
Only mirror shaders HERE

Based on standard shader; mirror, glass, reflectivity, simple ripple and waves, advanced depth, blur, transparency and much more…

VR Ready
Oculus Rift → SinglePass and Instanced modes are tested.
Oculus Quest → Multiview-LWRP and SinglePass-URP tested only.

You can adjust the intensity of the reflection:

Advanced depth and blur calculations:

Alpha mask and ripple simulations:

Depth based cuttoff:

Full mirror:


Simple wave simulations:

Transparent glass reflections:

And much more :slight_smile:

I purchased these and it seems quite amazing but could you recheck the demo scenes I am getting this error and lots of flickering in the scene that uses I am currently using the Waves scene but the entire mirror folder is giving this error so it’s likely just a fix it one time and the rest fix error.

Invalid antiAliasing value (must be at least 1)
UnityEngine.RenderTexture:set_antiAliasing(Int32)
AkilliMum.Standard.Mirror.CameraShade:CreateMirrorObjects(Camera, Camera&) (at Assets/AkilliMum/Standard/Mirror/CameraShade.cs:1359)
AkilliMum.Standard.Mirror.CameraShade:RenderMe() (at Assets/

Let me know if you need additional details.

Yeap i suppose it throws that on deferred rendering cause of no MSAA is supported but i try to add to settings if (MSAA) is checked :slight_smile: Will correct it on next release :slight_smile:

Thanks I will wait for the next release, until then I can’t do much with it since every demo scene needs edit for me lol.

Please set the qualitysettings AA to at least 2 to not to get error until i fix it :slight_smile:

Hello I have a few questions; how are you achieving light bounce on the walls they look very realistic:

Also under the Car it looks like AO is that in your package?

Lastly I wanted to know what you meant by the masking and edge blending because I didn’t see example anywhere.
I wonder if it’s possible to blend a rock into the sand using you post effects?

They are lightmaps. I am using some area lights to bake the lighting :slight_smile: Nothing special there. Just some static objects and light baking. Even the car is static too. So it is baked light under it.

Masking and edge blending? Do you mean the masked reflections as here, you can put an alpha masked transparency to the floor to get this effect:

Hi, just a question, does your plugin include AO too?

Do you mean ambient occlusion effect? If so, no :slight_smile:

Yes, I mean Ambient Occlusion.
Ok, thank you for the info, despite the lack of AO your plugin seems quite impressive, think i’ll have a go with it.

Hi, I can’t open sample scenes.
And this is what happens when I open it.
5720977--599500--upload_2020-4-16_18-23-4.png
Can you tell me how to fix the problem.
(I use unity 2019.3.0f5)

I want to work with VR(Vive and Rift). If there is a setting method or plug-in required, please tell me.

Hi, 2019.3 has a bug but it is been solved after 2019.3.8.f1 (you can look to my documentation). Please use the latest version. It is not compatible with vive right now but does not require anything special for rift.

Hi want to buy this asset but need Vive/Steam support, when will it come?

I have to buy a vive device. But this corona think broke my schedules (i can not get it from abroad, and here in my country prices are very very much; that i can not afford right now). I can not give a certain time. Sorry about that :frowning:

Frame rate on Quest
Asset works great, however I think it has a significant impact on the frame rate.
I’m using a relatively large mirror on a wall, reflecting a room back. Needed to go really high rez with the camera shade settings, it just did not look good otherwise (blurry and jaggy). So I went the 2048.
There are no other effects, only this mirror at it’s very basic setting.
What inspector parameter adjustment could help lift the frame back up with the mirror? What is most expensive to render?

Another issue I’m having, I got a screenshot/photo capture function (using a temporary camera and render texture saved as Jpeg). But the mirror is not correctly captured, as you can see in the image below. The mirror image fills the whole wall, but looks oddly distorted in the screenshot?

As you know it is a planar reflection and draws the scene again (if you want perfect reflection) and expensive as it should. You can make some optimizations via changing some values which are described on documentation on:
https://docs.google.com/document/d/1We78qz0Fa54B3fepdrEbr2oAG4SHlA0TTA3qsLBSiHM/edit#heading=h.34g88nuou4m5
Please try those values as described in “Optimization “Camera Shade”” section.

My suggestion would to use LOD levels to draw smaller LODs on mirror. And you can put your dynamic objects in a different layer and reflect only them (like user avatar etc.). Room can be reflected with standard probes. Please see the “Mix Black Color with reflection Probes” sample to see how to make it possible. That would save you :slight_smile:

I am not sure what can be the problem with your temp camera. But reflection uses the camera which it is attached to (calculates the reflection angle etc. according to it). So if you use another camera to get screenshot etc. you may get that distorted reflection.
If it is a camera created via scripting, before taking screenshot you can move your real(main) camera to this temp cam’s position and rotation (so reflection will draw from that point). Then you can move the real camera to it’s original position after that. Hope that solves your problem.

Thnaks, I try that

Hey I just came across this asset… and it looks pretty interesting…
Can anyone tell me if it´s possible to use multiple mirrors at runtime with a correct reflection of the scene?

e.g. placing a mirror at one wall and another mirror on a 90° wall causes issues with some other mirror shaders I tried so far… does that work with this one?

Hi, multiple mirror is supported of course. You can put as many mirror in your scene (with different angles too). But mirrors can not reflect each other (mirror in mirror supported but only for 2 mirrors and it may kill the fps :slight_smile: So i do not recommend to open (use) it if you do not have a very powerfull system).

hi thx for your reply…
would it work with this asset
I used the ciconia shader so far, but it looks like there is an issue with RenderToCubemap …

Does your asset support that?