Revisiting Reflection Probes — Unity HDRP
Goal: implement a reflection probe in our study room in Unity HDRP
Next up, let’s see how a reflection probe can add to our scene. Last time I went over reflection probes, I got this definition off the Unity manual:
“Reflection Probe is rather like a camera that captures a spherical view of its surroundings in all directions. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. Several reflection probes can be used in a given scene and objects can be set to use the cubemap produced by the nearest probe. The result is that the reflections on the object can change convincingly according to its environment.”
We add one by going to Light > Reflection Probe
And already our scene slightly changed, especially in brightness (it’s hard to tell):
Then, let’s go in and edit the bounding boxes of the probe, to define where reflections will take place:
Here are some interesting things that I’ve noticed using reflections probes in HDRP:
Changing the clear mode to Color and settings to a random color, we can see that any light coming from the outside (like windows) will reflect that color.
And to change intensity is actually the multiplier:
In this case, I’ll leave the multiplier at 2, as I’m happy with this dull warm look:
And that’s all! Thanks for reading, and have a great game-dev day!