Version: 2019.3
LanguageEnglish
  • C#

RenderSettings.customReflection

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static Cubemap customReflection;

Description

Custom specular reflection cubemap.

Specifies a cubemap for use as a default specular reflection.

See Also: defaultReflectionMode.

using UnityEngine;

// This example creates and uses a real-time Reflection Probe to update a Cubemap. The Cubemap is then used as a default specular reflection. public class UpdateDefaultReflection : MonoBehaviour { private ReflectionProbe probeComponent = null; private Cubemap cubemap = null; private int renderId = -1;

void Start() { GameObject probeGameObject = new GameObject("Default Reflection Probe");

// Use a location such that the new Reflection Probe will not interfere with other Reflection Probes in the Scene. probeGameObject.transform.position = new Vector3(0, -1000, 0);

// Create a Reflection Probe that only contains the Skybox. The Update function controls the Reflection Probe refresh. probeComponent = probeGameObject.AddComponent<ReflectionProbe>() as ReflectionProbe; probeComponent.resolution = 256; probeComponent.size = new Vector3(1, 1, 1); probeComponent.cullingMask = 0; probeComponent.clearFlags = UnityEngine.Rendering.ReflectionProbeClearFlags.Skybox; probeComponent.mode = UnityEngine.Rendering.ReflectionProbeMode.Realtime; probeComponent.refreshMode = UnityEngine.Rendering.ReflectionProbeRefreshMode.ViaScripting; probeComponent.timeSlicingMode = UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.NoTimeSlicing;

// A cubemap is used as a default specular reflection. cubemap = new Cubemap(probeComponent.resolution, probeComponent.hdr ? TextureFormat.RGBAHalf : TextureFormat.RGBA32, true); }

// The Update function refreshes the Reflection Probe and copies the result to the default specular reflection Cubemap. void Update() { // The texture associated with the real-time Reflection Probe is a render target and RenderSettings.customReflection is a Cubemap. We have to check the support if copying from render targets to Textures is supported. if ((SystemInfo.copyTextureSupport & UnityEngine.Rendering.CopyTextureSupport.RTToTexture) != 0) { // Wait until previous RenderProbe is finished before we refresh the Reflection Probe again. // renderId is a token used to figure out when the refresh of a Reflection Probe is finished. The refresh of a Reflection Probe can take mutiple frames when time-slicing is used. if (renderId == -1 || probeComponent.IsFinishedRendering(renderId)) { if (probeComponent.IsFinishedRendering(renderId)) { // After the previous RenderProbe is finished, we copy the probe's texture to the cubemap and set it as a custom reflection in RenderSettings. Graphics.CopyTexture(probeComponent.texture, cubemap as Texture);

RenderSettings.customReflection = cubemap; RenderSettings.defaultReflectionMode = UnityEngine.Rendering.DefaultReflectionMode.Custom; }

renderId = probeComponent.RenderProbe(); } } } }