Reflections contribute significantly to the appearance of the water. The look of the water will dramatically changed based on the reflection environment.
Crest uses Shader Graph which makes it, by default, ready to receive all the various sources of reflections Unity provides:
Global Reflections
By default, Crest receives reflections from the global cubemap which only contains the skybox.
Furthermore, Crest provides Planar Reflections for both above and below the water (known as TIR) for all render pipelines.
Planar Reflections¶
Crest has planar reflections for both above and below the water (known as TIR) for all render pipelines.
Usage¶
For above water reflections:
Enable
Enable
Set to the layers you want in the reflections
For below water reflections (TIR):
Complete the above steps first.
Set to either Below or Both.
Set to 1
Optionally, set to 1 for full reflections
Configuration¶
Planar reflections can be configured both from two foldouts:
Additionally, TIR can be further configured in another foldout:
Performance¶
Enabling planar reflections for both above and below water can be very expensive. It is only recommended to have one enabled.
All of the properties in the foldout are mostly performance related. They will have descriptive tooltips.
Reflection Probes¶
Crest is set up to receive reflections from probes by default, but further configuration is possible. Please see Chunk Template for more information.
Tip
When configuring your reflection probes for water, consider Box Projection and Probe Blending on both your probes and render pipeline settings.