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Master Surfaces Shaders - Guide
  • Guide
    • ☕Using the Master Surfaces Shaders : Introduction
    • 🔠Channels & Using/Editing Maps
    • 🔠Global Settings
    • ⚙️Variance Features
    • ⚙️Vertex Painting
    • ⚙️Fresnel, Panner, Pixel Depth Offset, UV Multiplier
    • ⚙️Manual Cubemap Reflections
    • Material Layering
  • Changelog
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Manual Cubemap Reflections

PreviousFresnel, Panner, Pixel Depth Offset, UV MultiplierNextMaterial Layering

Last updated 1 year ago

Cubemaps are a cheap way of simulating reflections.

It was widely used in the 6th and 7th Generations of consoles but can still be useful for performance or artistic reasons.

You can enable the layering of a Cubemap on top of your material, and adjust its opacity. You can also use a mask, which will follow the Global Settings on only affect parts of the mesh.

They can be useful to add reflections to small glass surfaces, far away windows, or give an impression of immacularity for surfaces like Marble.

Cubemapping dosen't follow the rules of PBR ; They work regardless of Roughness, and the reflections can clash if they are both enabled ! It's up to you to adjust both accordingly (or just use one at a time.)

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Cubemap Layered on top of the Base Color, opacity set as 0.75.
Cubemap Layered on top of the Base Color, opacity set as 1.
Masked cubemap. (The base sphere is White)