forked from BilalY/Rasagar
52 lines
2.8 KiB
Markdown
52 lines
2.8 KiB
Markdown
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# Use Reflection probes
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[Reflection Probes](Reflection-Probe.md) and [Planar Reflection Probes](Planar-Reflection-Probe.md) provide indirect specular lighting.
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A Reflection Probe captures its surroundings whereas a Planar Reflection Probe only captures one direction.
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For more information on probes and how they work, see [Reflection Probes](Reflection-Probes-Intro.md).
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## Create a reflection probe
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To create a **Reflection Probe** in the Unity Editor, select **GameObject > Light > Reflection Probe** or **Planar Reflection Probe**.
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You can customize the behavior of a Reflection Probe in the Inspector. Both types of HDRP Reflection Probe are separate components, but share many of the same properties. For information on each Reflection Probe’s properties, see the [Reflection Probe](Reflection-Probe.md) and [Planar Reflection Probe](Planar-Reflection-Probe.md) documentation.
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To make sure HDRP does not apply post-processing effects twice, once in a Reflection Probe's capture and once in a Camera's capture of the reflection, HDRP does not apply post-processing to the Reflection Probe capture.
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## Control the influence of a probe
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The influence of a probe determines which pixels it affects and by how much.
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Use the following tools to control the influence of a reflection probe on a pixel:
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* [Influence volume](#use-an-influence-volume): The probe affects any pixel inside this volume.
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* [Blend distance](#blend-influence): The probe affects pixels near the border of the Influence volume less.
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* [Blend normal distance](#blend-normal-influence): The probe doesn't affect pixels near the border with an invalid normal.
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### Use an influence volume
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Use this volume to include or exclude pixels from the probe's influence.
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**Note**: When a pixel is inside an influence volume, the probe still processes it even if the specular value the probe provides isn't significant. This is important to handle the performance of probes.
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![](Images/ReflectionProbe_Influence.svg)
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### Blend influence
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Unity linearly weights the specular lighting value the probe provides between the influence volume and the blend volume.
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Use blending to create smooth transitions at the border of the probe's influence, or when probes overlap.
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![](Images/ReflectionProbe_InfluenceBlend.svg)
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![](Images/ReflectionProbe_InfluenceBlendOverlap.svg)
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### Blend normal influence
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Sometimes, a probe can influence a pixel that isn't consistent with the scene layout.
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For example, when a light ray can't reach a pixel due to occlusion, but the pixel is inside the influence volume.
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You can set a blend normal distance similarly to a blend distance. The probe doesn't influence pixels that are inside the influence volume, but outside of the blend normal distance, if their normal points away from the probe.
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![](Images/ReflectionProbe_InfluenceBlendNormal.svg)
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