microsoft / microsoft/MixedReality-GraphicsTools-Unity
Box projection for reflection probes
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 209
- Forks
- 49
- PR merge metrics
- No merged PRs in 30d
Description
Original issue: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/9150
Describe the problem
Box projection doesn't seem to work on the MRTK standard shaders, which causes really bad reflective surfaces for head mounted displays (especially in rooms)
Describe the solution you'd like
Enable box projection for reflection probes to work with the MRTK standard shader
Describe alternatives you've considered
Writing some custom shader
Additional context
the MRTK/Standard shader does not account for box projection (or reflection probe blending). We should call this out in the docs.
To properly support box projection we need to introduce a call to the
BoxProjectedCubemapDirectionmethod within UnityStandardUtils. There is a great example of the changes need on this page: https://catlikecoding.com/unity/tutorials/rendering/part-8/
Thanks @Cameron-Micka I tweaked the shader so the worldReflection parameter reads as follows:
float3 worldReflection = BoxProjectedCubemapDirection(reflect(incident, worldNormal), i.worldPosition, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax);I didn't add blending as I didn't need it (yet), so this does the trick so far
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the MRTK standard shader and its use of UnityStandardUtils, then compare the reflection-probe path with the BoxProjectedCubemapDirection example linked in the issue. Done means box projection works for reflection probes in the MRTK standard shader, with the relevant shader behavior verified on reflective surfaces.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- unity
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100