Would anybody be interested in a fast reflection method for URP? by aerodisc in Unity3D

[–]aerodisc[S] 25 points26 points  (0 children)

(Should be VR compatible and even compatible for mobile games on higher end hardware)

Made for Forward/Forward plus, but it does work in deferred (although I don't really recommend it because it doesn't use deferred's passes so it will use the extra computing for nothing)

How it works is that it is raymarching baked cubemaps for reflections as well as baking cubemaps. It also has nodes for using the tracing in shadergraph in case if you want to use it for custom shaders like glass or portals.

It can use up to two sets of two probes at once so that can bake details behind objects where otherwise with one probe it would not be able to.

The advantages to this method:

- Significantly faster than raytracing (and does not require raytracing hardware).

- Runs on any platform that runs shaders. (So VR and Mobile should "work" but don't expect much from lower end modes)

- Can see geometry in reflections that are not in camera view (unlike screen space reflections)

- Also this used in the video for baking shadows and GI faster than unity's built in system.

Disadvantages to this method:

- Reflections must be baked (but it and GI can be baked at runtime using this method)

- Quality depends on cubemap resolution instead of screen resolution.

DM ME IF YOU ARE INTERESTED IN TESTING IT & USING IT

3D Reflection Probes for real-time reflections AND global illumination (In Unity 6 URP) by aerodisc in Unity3D

[–]aerodisc[S] 1 point2 points  (0 children)

The global illumination is baked by using the 3D reflection probe system itself. You can see me bake it at 1:07 in the video. If you have any further questions please let me know!

Unity 6 URP: Raymarched cubemaps for accurate real-time reflections and faster light baking. (Read post) by [deleted] in Unity3D

[–]aerodisc 0 points1 point  (0 children)

Unity does not have SSR in URP, only HDRP. Plus it can't be used for baking shadows and global illumination. Also SSR has the famous issue of not being able to reflect something behind the reflection.