admin管理员组文章数量:1131175
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:
- They are overexposed when I tick the HDR toggle.
- 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
版权声明:本文标题:c# - Unity Reflection Probes Generation - Stack Overflow 内容由网友自发贡献,该文观点仅代表作者本人, 转载请联系作者并注明出处:http://www.betaflare.com/web/1736759980a1951490.html, 本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌抄袭侵权/违法违规的内容,一经查实,本站将立刻删除。
发表评论