Unity mobile optimized vertex box projected local cubemap reflection shader @colinleungNiloCat
Unity mobile optimized vertex box projected local cubemap reflection shader  @colinleungNiloCat
Uploaded May 2016 | Updated September 2026, 1 week ago
A vertex level uv calculation version of : community.arm.com/groups/arm-mali-graphics/blog/2014/08/07/reflections-based-on-local-cubemaps

in fragment shader it simply sample the lightmap & reflection cube map, all other uv calculation push to vertex level, a bad thing is that mesh must have enough vertices for uv calculation(same as vertex lit's problem). For example, the ground can not be a simple quad, it must be a plane with enough vertices.
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colin leung (NiloCat) |

Unity mobile optimized vertex box projected local cubemap reflection shader

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