How i can use reflect the emissive light of an object in a transparent texture?
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You have to use either the Translucent Lighting Volume or Forward lighting models. The former is more expensive in texture samples and doesn't support analytical specular from lights, whereas the Forward lighting model is more expensive in pixel instructions, but does support specular from physical light sources.
If all you want is just the reflection of the emissives, you can use either lighting model and either enable SSR, or place a box reflection capture, or both.
There are ways around faking it with some of the cheaper lighting models for translucency, if performance is crucial, like capturing your own reflection texture and plugging that in your material.
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