I'm back with another Unity shader tutorial! To continue with writing a complete HLSL shader for URP, we're looking at fancy techniques to simulate different materials, like metals, glass, paint, and plastic. And, we find out just what "PBR" is and see the simple method to add it to your shader.
Principais caracteristicas das opções de renderização Universal Render Pipeline (URP) e o High Definition Render Pipeline (HDRP)
A Unity é uma das engines mais populares para o desenvolvimento de jogos e aplicativos em 3D, e oferece duas opções de renderização para projetos: o Universal Render Pipeline (URP) e o High Definition Render Pipeline (HDRP). Neste artigo, discutiremos as principais características de cada uma dessas opções e como elas podem ser usadas em diferentes tipos de projetos.
Principais caracteristicas…
how do I cause reflection probes to recalculate via code?
Q: how do I cause reflection probes to recalculate via code?
A: To recalculate Reflection Probes via code in Unity, you can use the RenderProbe.Refresh() method. First, you need to get a reference to the Reflection Probe component on the GameObject, and then call the Refresh() method. Here's an example:
using UnityEngine;
public class RefreshReflectionProbe : MonoBehaviour { private ReflectionProbe reflectionProbe;
void Start()
{
reflectionProbe = GetComponent<ReflectionProbe>();
}
public void UpdateReflectionProbe()
{
if (reflectionProbe != null)
{ reflectionProbe.RenderProbe();
} } }
In this example, the UpdateReflectionProbe() method can be called whenever you want to recalculate the Reflection Probe. The Reflection Probe component should be attached to the same GameObject as this script. If you want to update multiple Reflection Probes, you can iterate through them and call the RenderProbe() method for each one.