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Reflection Probe

We’re having some trouble migrating the development environment, but development is continuing.

In a previous article, we wrote about the rendering of water surfaces using shaders, and this is a continuation of that. The shader itself is fine, but the problem lies in the reflection of the scenery on the water’s surface. Without any modifications, the skybox is reflected, making the water surface appear bright and unnatural even in dark areas.

Therefore, we set up a reflection probe, but we had trouble with that setup.

One issue was that the range in which the reflection was being reflected was incorrect. Another was setting up multiple reflection probes and blending them to account for changes in viewpoint.

The latter is particularly important when we want the object to be visible from anywhere around the water’s surface. However, specifying the area where it is reflected is a fixed rectangle with a fixed orientation in the world, and setting multiple objects causes them to suddenly stop displaying, making adjustments difficult and forcing us to limit placement.

Even so, there’s a huge difference between having it and not having it.

Due to limitations on probe placement, for example, the reflection of the central pillar in the ‘ON’ image is misaligned, but we decided to compromise on this.