+5 votes

What's the best way going about making a mirror that reflects everything that's in front of it?

in Engine by (51 points)

if it does not need to be a perfect mirror:
Apply a Matrial with Metalic: 1.0 and roughness: 0.0 and enable SS Reflections in you Environtment.
For a "real" mirrro: i have no idea :D hope someone has a good way, because i'm intereted too.

Ok thank you, I'll look into it :>

So, I've found a 2D shader that works, but the reflection is upside-down, and I'm not sure how to fix it, heres the shader code:

shader_type canvas_item;
render_mode unshaded;

void fragment(){

    vec2 uv = SCREEN_UV;
    float y = 1.0 - uv.y;

    COLOR = vec4(texture(SCREEN_TEXTURE, vec2(uv.x, y))); 

Short answer is:

shader_type canvas_item;

void fragment()
    COLOR = texture(SCREEN_TEXTURE, vec2(1.0 - SCREEN_UV.x, SCREEN_UV.y));

but thats not practicable and not nice...
and the problem is much more difficult than i thought...
i'm lacking some knowlege here and still trying to get something better working...
i'll let you know when i found a good solution.

1 Answer

0 votes

I think you may wanna check out this video:

It's using unity, (And it's about portals) but i think that a lot f ideas could be used from it.

by (137 points)

I'm sorry but I forgot to mention that I wanted this in 2D. Anyways to make it in 2D?

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