I found that there are some problems with setting reflection maps and diffuse maps for standard material colleagues, which are visually misleading
I think that when the reflection map is non-transparent, the color value should be superimposed in a mixed way, and the value of other textures should be directly used when it is transparent.
Maybe later I will use shader to realize this idea of mine
In fact, the adaptiveBlurKernel parameter can achieve the effect I want, but it consumes too much performance
I am not to sure what you are trying to achieve ? is it the blur only ?
If the adaptiveBlurKernel parameter’s value is small , The fusion effect of the mirror and the scene is not very good
But if its value is very large, it will cost a lot of performance
My last approach is to reduce the impact of mirroring in the shader,like this:
ground.material.FragmentShader = ground.material.FragmentShader.replace(
"vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);",
"vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb*0.3+refractionColor.rgb*0.3,1.0);"
);