I’m having some trouble with 2D sprite reflections. I’m creating a hybrid 2D/3D game. I have the character walking on a reflective surface. The issue is if I use a material set to “masked” blending mode, the 2D sprite casts it’s own reflection properly, but reflections of objects behind the pawn are culled:
The result is a weird box around the pawn with no reflections.
On the other hand, if I set the material to “traslucent” blending mode, the box goes away and reflections of objects behind the pawn are shown correctly, but the pawn itself doesn’t have a reflection:
Is there a way to have both a proper reflection for the character AND leave the reflections of the objects behind untouched?