#Metallic materials not being reflective

1 messages · Page 1 of 1 (latest)

calm pecan
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Hi, I'm coming from older versions of unity and have shifted to unity 6 for my project, setting the metallic value to 1 and smoothness to 1 should give me a reflection on the floor of the other objects, but it's not reflecting anything, what do I have to do to get reflections working?

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the ground should be reflecting the sphere, but it's not

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height of the sphere, since shadows get disabled with metal all the way up

soft sphinx
calm pecan
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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)

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could be lack of urp experience, since I usually use built in

soft sphinx
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It doesn't help that Specular Highlights are turned off but there isn't any particular effect that would cause that type of reflection

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Or at least you aren't referring to trying to use one

calm pecan
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I mean this is how it works in blender, either through raytracing or not (the previous version of eevee has support for it)

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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

soft sphinx
# calm pecan

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

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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

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All render pipelines support reflection probes, but they cannot create precise reflections between two objects, they work more on a room scale

calm pecan
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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

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this will be the only scene where the ground will be reflective like this tho

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the rest will just be on like, props/outfits

soft sphinx
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HDRP additionally supports ray traced reflections and even path tracing
Ray traced "RTX" reflections offer the highest quality with realtime performance

calm pecan
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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

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ig for the glossiness there aren't many other options

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just not sure if there are any major performance hits for everything not glossy

soft sphinx
calm pecan
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yeah, I've worked with pbr a lot in my endeavers, and ik it can be pretty taxing when it comes to performance

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it's just a hard sell for what my project is aimed at artstyle-wise

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there's gotta be some lightweight reflection shader for urp right?

soft sphinx
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If you want to avoid PBR materials, HDRP might be a pain as its rendering is designed around them

calm pecan
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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

soft sphinx
calm pecan
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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?

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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

soft sphinx
calm pecan
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gotcha

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oh nice, there's a pretty solid free SSR asset, looks like it'll work well for what I'm after

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Thanks for the help Spazi!

graceful sleet
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What about reflection probes..?

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If the scene is static it's probably the cheapest best way.

soft sphinx
# graceful sleet 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

graceful sleet
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You can bump the reflection probe resolution up. There's so much detail you can draw on a small sphere anyway.

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If it's real time, then yeah, it might not be ideal. At least if they expect perfect reflections.

soft sphinx
sturdy rain
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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

calm pecan
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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