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Sample Project? about kmirrors HOT 11 OPEN

kink3d avatar kink3d commented on August 28, 2024
Sample Project?

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Comments (11)

Tokars avatar Tokars commented on August 28, 2024 1

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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jojizaidi avatar jojizaidi commented on August 28, 2024

Same here. Cant get this to work

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LandoRingel avatar LandoRingel commented on August 28, 2024

Can't get this to work either... using URP and kshading.

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jojizaidi avatar jojizaidi commented on August 28, 2024

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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Tokars avatar Tokars commented on August 28, 2024

For me setup was little bit difficult too. Package pretty cool. Here simple example for using with URP.
Thanx @Kink3d

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JuniorDjjr avatar JuniorDjjr commented on August 28, 2024

@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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fleity avatar fleity commented on August 28, 2024

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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JuniorDjjr avatar JuniorDjjr commented on August 28, 2024

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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fleity avatar fleity commented on August 28, 2024

@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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dikafe avatar dikafe commented on August 28, 2024

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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tanat44 avatar tanat44 commented on August 28, 2024

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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