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Description
Hi All,
This is not an issue. Just a question.
I'm posting this question here because I don't know where else on the internet to post where there are knowledgeable people.
In my world, I have some shinny metallic surfaces like brushed aluminum or steel.
What I'd like to do is to have a cube map with blue sky, maybe some clouds and maybe buildings. I can build that.
I'd like to be able to reflect this map off of a metallic surface such as brushed metal. So basically, no detail would be necessary as would be of a reflection off of a mirror.
Right now, all I have is a surface that reflects the directional light as a bright area when the angle is right. But when the angle is away from the light reflection, the metallic surface reflects black color.
I see you have reflected imaged in your ComposedCubeMapTexture and GeneratedCubeMapTexture components.
But they seem to use Shaders which I don't understand yet.
My question is... is there a simple way to reflect the cube image off of a shiny surface?
Thank you!