As you can see in the images, having a realtime reflection probe over my large body of water seriously tanks performance.
So the obvious thing to do is bake the probe. I've done this, first
setting the water mesh to static, but the resulting texture of the
reflections I get seems to be locked to world space. It does not update
based on my position. I thought we were baking to a cube map, which
would make it act as is the reflections were being updated in real time. (images of what I am talking about here down below)
I can't understand how having reflections which only make sense from a
single angle could have much practical benefit. I must be doing this
wrong. But I've read all the documentation, watched plenty of videos...
it seems pretty straightforward but I must be missing something.
Also, why is the reflection probe increasing my shadow casters amount?
Any advice is greatly appreciated. Thanks.
Here is what I am talking about with the baked textures being in "world space".
Replies
Unity should have some sort of render-to-texture function for planar reflections, which just renders 1 image using a virtual camera aligned to the reflection vector (inverse angle of your viewing camera). You might be able to get away with SSR screen space reflection, though usually that causes artifacts on the edges.
An example here
http://wiki.polycount.com/wiki/Render_To_Texture
LINK
awesome find! bgolus is always the hero for that sort of stuff.
will do. i should be getting back to the water later in the coming week