Planar reflections not working

I improved a little bit on your code

I converted it to use relative position and rotation instead of world, and I’m doing it with fewer nodes so it’s more efficient.

This system can be very eccentric about the render target resolution. I’m using some code to try to dynamically create it

And it’s very hit or miss, sometimes it gives me good results quite close to what you had in your previous screenshot where you posted a mirror next to a distance field mirror, other times it gives me bad results where things get stretched somehow so things become vertically smaller and throw all the calculations off.

When I fullscreen I get perfect results

(the further mirror is a normal material mirror, it’d actually be pretty awesome if it wouldn’t only render skeletal meshes from weird angles like this. I believe it’s only able to render the parts of the skm that are in frame for the player camera if I understand it correctly, and then uses distance fields to render the static meshes that aren’t visible)

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