Search Unity

Shader artist question ? (reflection)

Discussion in 'Shaders' started by Quatum1000, Mar 10, 2017.

  1. Quatum1000

    Quatum1000

    Joined:
    Oct 5, 2014
    Posts:
    889
    Hi everyone,

    How this is realized?

    The light source is in front of the cam. Some areas did not reflect light. Other areas receiving lights but from different sides. I have no clue how this can be done by normal, specular or smoothness.
    Any ideas or solutions?

    01.jpg
     
  2. grizzly

    grizzly

    Joined:
    Dec 5, 2012
    Posts:
    357
    Quatum1000 likes this.
  3. Quatum1000

    Quatum1000

    Joined:
    Oct 5, 2014
    Posts:
    889
    I think the specular\reflection\emission gbuffer channel for a realtime lights is changed by any vector normal Map calculation or perhaps a bloom function.

    The direct light Emission\Reflection is far wider than a point light. Something between an area and point light.