Reflections

Functions for aiding in the calculation of values for a variety of reflection types.

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ReflectionHeader.png

This example shows off the real-time reflection capabilities of Unreal Engine 4. The scene shows a rundown subway terminal with a lot of water leaks, grimy ceramic tiles, dilapidated pipe work, and other worn-out environment details. In this document, we will give an overview of some of the Functions that can be used to manipulate reflections like these.

Reflections Functions

The following is a list of all the functions underneath the Reflections category.

ReflectionVectorSoft

This function will soften a reflection vector based on an incoming normal map. The result is reflections that appear smoother across as surface. This is done by blending (via lerp) the normal map with a flat (0,0,1) normal map and then taking the reflection vector.

Item

Description

Inputs

Softness (Scalar)

Controls how much the existing normal map is smoothed, or blended with a flat normal map.

Normal (Vector3)

Takes in the incoming normal map that needs to be softened before a reflection vector is calculated.

ReflectionVectorSoft

ViewAlignedReflection

This function takes in a spherical reflection texture and aligns it to the view. The calculation can be offset by inputting a custom reflection vector.

Item

Description

Inputs

ReflectionVector (Vector 3)

Takes in an existing reflection vector that needs to be aligned to the view.

ReflectionTexture (TextureObject)

Takes in an existing reflection texture, which needs to be spherical.

Outputs

Texture

Outputs the resulting view-based reflection texture.

UVs

Outputs the UV coordinates of the reflection texture so they can be reapplied elsewhere.

ViewAlignedReflection

WorldAlignedReflection

This function takes in an incoming sphere-based reflection texture and aligns it to the world coordinates. The calculation can be offset by inputting a custom reflection vector.

Item

Description

Inputs

ReflectionVector (Vector 3)

Takes in an existing reflection vector that needs to be aligned to the view.

ReflectionTexture (TextureObject)

Takes in an existing reflection texture, which needs to be spherical.

Outputs

WorldReflection

Outputs the world-based reflection texture.

WorldReflectionShadowed

Outputs a more highly contrasted version of the texture that can be applied in shadowed areas.

WorldAlignedReflection

CustomReflectionVector

This function uses a normal map to generate a reflection vector independent of the default reflection vector and the normal's input on the base shader.

Item

Description

Inputs

Normal (Vector3)

Takes in a normal map to be used as the basis for the custom reflection vector.

CustomReflectionVector

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