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I currently work in a game company as an intern and I'm trying to fix a bug about Reflection Probes in Unity. I wrote a Rendering Pipeline for Unity 2020.3.15, which originally only support URP up to 10.5. I am trying to make it support Deferred Path, as you know URP 10.5 only supports Forward Path. After I finished writing the pipeline, it worked fine. But the Reflection Probes seem to be wrong in some cases (to be specifically when switch the project to Android Platform) That is:

  1. They are overexposed when I tick the HDR toggle.
  2. They don't reflect the scene from the cube perspective ( I'm not sure I totally understand the Unity OG code)

I did make some modification on the URP 10.5 code, in shaders and scripts and somewhere to support Deferred Rendering. I'm not sure whether I made some mistakes in the URP code causing this problem. I want to know where can I control the generating and reading of Reflection Probes, are there any shaders or functions controlling this part in Core RP or URP?

本文标签: cUnity Reflection Probes GenerationStack Overflow