using System; using System.Collections.Generic; using UnityEngine; // [ExecuteInEditMode] // Make mirror live-update even when not in play mode public class MirrorScript : MonoBehaviour { [Tooltip("Maximum number of per pixel lights that will show in the mirrored image")] public int MaximumPerPixelLights = 2; [Tooltip("Texture size for the mirror, depending on how close the player can get to the mirror, this will need to be larger")] public int TextureSize = 768; [Tooltip("Subtracted from the near plane of the mirror")] public float ClipPlaneOffset = 0.07f; [Tooltip("Far clip plane for mirro camera")] public float FarClipPlane = 1000.0f; [Tooltip("What layers will be reflected?")] public LayerMask ReflectLayers = -1; [Tooltip("Add a flare layer to the reflection camera?")] public bool AddFlareLayer = false; [Tooltip("For quads, the normal points forward (true). For planes, the normal points up (false)")] public bool NormalIsForward = true; [Tooltip("Aspect ratio (width / height). Set to 0 to use default.")] public float AspectRatio = 0.0f; [Tooltip("Set to true if you have multiple mirrors facing each other to get an infinite effect, otherwise leave as false for a more realistic mirror effect.")] public bool MirrorRecursion; }