Reflections! - an overview of reflections in Unity3d

Been doing some research into what options there are for reflections in Unity3d

The first one is simply using cubemaps. Using whatever method you prefer; there are various assets that will make them, there are scripts you can put together to make them.  I purchased Cubemapper which I think has a great interface for quickly capturing cubemaps - and also updating them as your scene updates.

Cubemaps seem to work great for small objects within a space, so for furniture within a room you might get away with using a cubemap, especially if the reflection will be blurred and broken up by a rough texture. So they work especially well when they can be abstracted.

my current Shader Forge shader that allows for a baked complete map & cubemap reflection w/fresnel control

But what if you have a reflective floor or wall? The cubemap doesn't project the reflection accurately and you get this reflection that's detached in its reflecting as you move and view it. A couple solutions for this seem to be either using box projected cubemap environment mapping (BPCEM), which projects the cubemap onto a box which gives the reflection more structure.

http://forum.unity3d.com/threads/113784-Has-any-one-experimented-with-Box-Projection-Correction-Environment-Mapping

my attempt with the box mapped reflection, notice the issue around the corner of that opening

http://forum.unity3d.com/threads/230523-CubeMapper-Parallax-reflection-demo

In the second link it looks like these guys plan to make a Unity asset that works around this idea of mapping reflections onto simpler geometry in the same style as the box projection mapping. So that could be quite cool. If they can get past the issue of reflections only being box mapped then it could be a great solution.

Lastly there's screen space reflections (SSR), which relies on taking whatever you're looking at and doing calculations to grab the objects and 'render' them as reflections on other objects. I'm not sure exactly the technical details but it seems to work well enough as long as the reflections you need aren't happening behind you. So while a sphere in front of you could reflect into the ground that you see below it, this method couldn't reflect objects behind you onto the surface of the sphere. Definitely wont work for mirrors on a wall. Make sense?

My eyes are set on Candela SSRR, although it's a bit pricey. Might be better off waiting until Unity 5 to see what features come packed in that updated version of the software before purchasing more assets.

In the end I might need to try and use all 3 methods cobbled together to get the right look.

 

In the mean time I've been honing my ability to organize & bake 3dsmax scenes for importing into Unity. One tool that I've been demoing that I think it might pick up is UV-Packer, I've been quite impressed with how quickly, easily, and tightly it packs a UV space. Given, you still need to try and do a half-decent job unwrapping. But I dig the packing skills of this plugin.