Reflection Vector Request Like In UDK
Hi,
Also hopefully we can use reflection vector like in udk, connection like this texture2d -> component mask -> reflection vector
would also like to have a real time reflection for surfaces, cubemap is not really a good idea for flat surfaces there are some but not really easy and good way to set up something like this:
this is good which can be controlled by alpha which one receives more reflection etc. I hear that udk dx11 supports this, I actually fiddle with it and its good it has image base reflection, and realtime reflection that also can be set using material editor, and also it absorbs lights like this below:
Respectfully yours,
Roberto G. Tan Jr
Vasta
Hi!
How is the material in UDK set up in order to do that effect? It should be more or less possible in Shader Forge too :)
Hi,
That's why I'm really happy with ShaderForge because I know it can and soon will be a powerful material editor for unity3d, and it is really closed to the udk material editor, with just a couple of additional features shaderforge is going to be a mind blowing tool, by the way this is how I setup a reflection base on the alpha like: which one receives more reflection.
So from Lerp A: diffuse texture, B: Reflection Texture, C: Alpha
I dont know how to make the reflection emissive like the one above that has a green reflection, but just a simple texture base reflection it can be fake by using texture2d -> component mask -> reflection vector. The reflection vector I think is what Shader Forge currently don't have which you can be attach from the component mask which is also attached from UV of texture2d.
There is a reflect node and a light direction node, which you can use to make a light reflection setup :)
Hi,
Really? Wow, how can I try those? any steps? hope you give basic tutorials on how to do those with ShaderForge when it comes out on the asset store, how about for puddles like on a street, that can only work with real time reflections or like the one I mentioned above reflection vector?
I'm a bit curious though - What exactly is the "Reflection texture" node in the center?
Ok, if you look at the lerp node, A is the diffuse Texture, B is a texture as well but it will act as you image base reflection but you need a reflection vector so the image would act like what a usual reflection behaviour has, ALPHA of course is the blend. This is useful and easy to setup than a cubemap which is not really good for flat surfaces like walls, floor, etc, sorry if the way I explain it is very confusing.
Right - The reflection vector in UDK is the camera->normal reflection, which there is a node for in SF already :)
Have a look:
Hi,
Oh, wow, I didn't realize that, OMG!, you are wonderful, another question how do you do the reflection node that has light direction node like the one on the second image (green reflection with bleed and fade)? Hopefully you get to finish Shader Forge soon with all the goodies, I'm really loving this, I'm going to buy this!
I'm not sure how the second shader was done! Seems quite advanced
The reflection node already acts that way, and there's another request already for real-time reflections, closing this :)
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The reflection node already acts that way, and there's another request already for real-time reflections, closing this :)