#Metallic materials not being reflective
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the ground should be reflecting the sphere, but it's not
height of the sphere, since shadows get disabled with metal all the way up
Why would it?
since I'm setting it to be reflective, metallic and smooth should reflect things, at least that's how it works everywhere else (from my experience)
could be lack of urp experience, since I usually use built in
It doesn't help that Specular Highlights are turned off but there isn't any particular effect that would cause that type of reflection
Or at least you aren't referring to trying to use one
I mean this is how it works in blender, either through raytracing or not (the previous version of eevee has support for it)
just trying to figure out what I'm missing in unity, p sure it worked the same way in the built in pipeline when I used unity a while ago
That is path tracing, it's the only rendering technique that can do "true" reflections but it's not a realtime effect
Blender's Eevee, BiRP's PPsv2 and HDRP can do screenspace reflections via a post processing effect of the same name "SSR"
URP cannot do it out of the box but there are implementations around even in official templates
If the reflective surface is totally flat, a planar reflection probe could be used which is basically another camera rendering from the mirrored angle
HDRP supports that out of the box, but URP and iirc BiRP does not
All render pipelines support reflection probes, but they cannot create precise reflections between two objects, they work more on a room scale
interesting, which pipeline would you recommend? I ended up remaking the project since I was hoping it'd have everything setup in an out of the box sort of way once updating to Unity 6, if URP is pretty standard (As per the name) what would the workflow look like for adding this support on a global scale? since I do plan on using a decent amount of glossy/reflective surfaces
this will be the only scene where the ground will be reflective like this tho
the rest will just be on like, props/outfits
HDRP additionally supports ray traced reflections and even path tracing
Ray traced "RTX" reflections offer the highest quality with realtime performance
do you think the performance hit will make it worth switching over to HDRP though? the general artstyle for the game is gonna be like, wii era
ig for the glossiness there aren't many other options
just not sure if there are any major performance hits for everything not glossy
I guess you could try HDRP as it has every type of reflection method you might want, but it's designed for photorealistic rendering which takes a lot of understanding of rendering concepts and tech
yeah, I've worked with pbr a lot in my endeavers, and ik it can be pretty taxing when it comes to performance
it's just a hard sell for what my project is aimed at artstyle-wise
there's gotta be some lightweight reflection shader for urp right?
If you want to avoid PBR materials, HDRP might be a pain as its rendering is designed around them
this project is admittedly pretty early on, but I do think I'm mainly gonna be going with just colour maps, some might have normal maps to give them some depth, but outside of that it'll be fairly uniform and primitive with the materials
Yes, both SSR and planar reflections can be implemented
The simplest path is to buy well supported assets from the asset store
from what I'm understanding, ssr might be the way to go, though I will look into planar a bit to see where it can be implemented, have any good recommendations for both?
planar would work for stuff like reflective ground, and ssr would be for the general glossy materials I'm thinking of using for some things
That's how they are best used
gotcha
oh nice, there's a pretty solid free SSR asset, looks like it'll work well for what I'm after
Thanks for the help Spazi!
What about reflection probes..?
If the scene is static it's probably the cheapest best way.
I mentioned they work best at room scale, but more specifically they work in room scenarios specifically because the reflections then don't have to be sharp or accurate and you can hide parallax errors
Cheapest best for a lot of cases but they'd fall flat if the goal is to get a clear reflection on a fully mirror sheen plane
Especially if realtime
You can bump the reflection probe resolution up. There's so much detail you can draw on a small sphere anyway.
If it's real time, then yeah, it might not be ideal. At least if they expect perfect reflections.
Resolution has diminishing returns but bigger issue are perspective and parallax
Even with box projection the sphere would not appear at totally the expected position in the reflection, and would be pretty visibly flat
But does this person need that?
He said he's going for wii style graphics and asked for something cheap.
Reflection probes sound like what he needs
ended up just picking up Shiny SSR 2, seemed like the most universal option I could get, I can always change it later if it doesn't end up looking how I want it to