Start with a single Planar surface so capture geometry and draw order are easy to inspect.
Create one working surface#
- Place a SpriteRenderer above the intended waterline. Set Main Camera to Orthographic with rotation
(0, 0, 0), and keep the sprite in view. - Choose Tools > ERAGANX > 2D Water Reflection > Create Water Reflection. The selected object has a Reflection Surface component; a manager is created if needed.
- Move the surface Transform to the waterline and start with positive unit scale. Horizontal output extends down from this position.
- Assign Source Camera, set Surface Size = (10, 3) and choose Planar. Set Output sorting so the reflection is above the water bed and below foreground banks.
- Set Capture Region = X -5, Y 0, W 10, H 3. This includes source content five units left/right and zero to three units above the plane.
- Include the source sprite's object layer; exclude unwanted water backgrounds and shore decoration. Begin without exact-object or sorting-layer restrictions.
- Enable Editor Preview in Optimization, or enter Play Mode. Keep Visual Effects off while checking the sprite appears below the waterline.
- Save in Edit Mode. Add a separate water-bed sprite if you want an opaque background behind transparent reflection areas.
What you should see: selected content appears inside the destination rectangle. Empty source areas remain transparent when Background Color alpha is 0. A surface does not create a player controller, collider or water texture.
Source and destination are separate#
Capture Region frames the source content. Surface Size defines the displayed destination. Both use the surface's local plane coordinates; Transform position places the plane and Transform scale changes world size.
| Geometry | Convention |
|---|---|
| Horizontal water or mirror | Plane at local Y = 0. Source on positive local Y; destination below it on negative local Y. Width runs along local X. |
| Vertical Mirror | Plane at local X = 0. Source on positive local X; destination to the left on negative local X. Plane coordinates (tangent X, normal Y) map to local (Y, -X). |
| Resizing | Surface Size/Scene View handles resize the destination. Capture Region is edited separately. |
| Alpha shape | Changes the silhouette within the destination; capture and visibility bounds remain rectangular. |
Capture enough source content for the destination and intended camera framing. For a shape sprite, Match sprite aspect adjusts destination height while retaining width, preserving the silhouette's proportions.
Verify the basic result#
Check the destination is in the source camera view, the source sprite passes layer filters, and output sorting places the reflection where you expect. Use Layers & capture region for source framing, and Advanced & diagnostics for status messages.