Hello. I'm having a puzzling question about [MirrorReflection2.cs] now. http://wiki.unity3d.com/index.php?title=MirrorReflection2 I revisioned this script to blur render texture (reflection) with the use of Graphics.Blit before SetTexture to _ReflectionTex, and it works fine. [MirrorReflection.cs] Code (csharp): //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //---Add Blur--- Material mat2 = new Material(blurShader); RenderTexture buffer = RenderTexture.GetTemporary(m_TextureSize, m_TextureSize, 16, RenderTextureFormat.ARGBFloat); mat2.SetFloat("_Blur", blurAmount); Graphics.Blit(m_ReflectionTexture, buffer, mat2, 0); // Horizontal Blur Graphics.Blit(buffer, m_ReflectionTexture, mat2, 1); // Vertical Blur RenderTexture.ReleaseTemporary(buffer); //------ foreach(Material mat in materials){ if(mat.HasProperty("_ReflectionTex")){ mat.SetTexture("_ReflectionTex", m_ReflectionTexture); } } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ However, the lighting of the scene will be strange for some reason.:-| [with Graphics.Blit] strange [comment out Graphics.Blit] correct (original code) I want to blur RenderTexture but when I tried it with the Graphics.Blit I wrote, I don't know why my lighting changes as well. I'm stuck...