Comments (11)
Now I'm upd: project to 2020.3.25
editor version. All works ok.
@JuniorDjjr discover Mirror.scene
and try to re-create by your requirement.
@fleity Yes, setup is a bit a difficult.
And with stacking camera (Overlay Camera
) I was meet too. I don't know if it was fixed in author package.
For my need I fix it in my fork by this solution.
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Same here. Cant get this to work
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Can't get this to work either... using URP and kshading.
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I got it working. What i was missing was a CameraShade script on my camera, plus assigning it an object to shade and the material associated with it.
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For me setup was little bit difficult too. Package pretty cool. Here simple example for using with URP.
Thanx @Kink3d
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@Tokars didn't work too, looks like isn't compatible with newer URP version or deferred, the plane is invisible, it appears when set to transparent (yes it's a opaque layer), and then it appears without any reflection. There is no "mirror" reflection option.
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Tokars sample works for me (which I am very happy and thankful about) with URP11 and Unity 2021.1.28.
Even URP12 in 21.2 (which is a huge surprise tbh)
Setting it up without the sample in my project yielded some issues (like does not work with camera stacking) but in the sample project it works. So I guess I will just have to dig around a bit to figure out whats wrong, but with the sample project I can at least be sure that it is working at all.
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I managed to make it work by creating a shader in the shader graph following the documentation (which is very easy), I just tested "local".
I also got the error "You can't nest Foldout Headers, end it with EndHeaderFoldoutGroup." on inspector, but it's solved by simply removing the editor script (I didn't look into what exactly causes this, but the editor script doesn't do anything important, just inspector visual, so it's ok).
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@Tokars
I already discovered your fix, thanks for that too :D. Sorry for asking directly but do you know how to make the "render shadows" toggle work and URP renderer drop down for the mirror camera work? I tried changing both but it doesn't make a difference and I would very much like to have that performance option.
Just wanted to add I can reproduce JuniorDjjr's issue, the renderers property which is used when the output dropdown is set to local does not work with the FoldoutHeaderGroup. That sounds suspiciously like a Unity bug though. A simple solution would be to replace FoldoutHeaderGroup with a regular Foldout (literally search and replace these) or as he said omit them altogether.
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Hi Tokars! Not sure if it's mentioned somewhere, but in my case I had the "default" kMirror and kShaders lines in the Manifest file and I could not make it work. I noticed that in your project (where everything was fine) those dependencies where different and the moment I changed them, it worked! I guess there was some issue with the kShaders.
Anyway, thank you all for your contribution!
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For me setup was little bit difficult too. Package pretty cool. Here simple example for using with URP. Thanx @Kink3d
Thanks to this example project. I got it working. I could run it out off the box and found out that the Rotation of the mirror needs to be X = -90 to make it work.
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Related Issues (17)
- Recursive reflections
- Culling Mask HOT 1
- Stripes Artifact Appearing When Using Multiple Mirrors in Local Mode
- Does not work in VR
- breaks with depth normals (or Decals) renderer features enabled HOT 1
- kMirror with reflection probes issue
- When i try to import it, unity tells me it has invalid dependencies
- Experiencing some errors,Helpppppp........ HOT 1
- Doesn't work after build HOT 1
- If you're having a problem getting this to work without kToons
- Is it possible to render a Mirror without shadows?
- Graphics tests
- Source: Mirrors missing? HOT 1
- Disabling and reenabling a Mirror GameObject does not recreate RenderTexture if camera descriptor unchanged
- Mirror does not work when using an overlay camera HOT 4
- Multiple mirror setup
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