First choose what can be reflected, then frame where that source content is captured. Output draw order is a separate setting.
Select layers and exact renderers#
| Field | Meaning |
|---|---|
| Included Layers | Object layers allowed into capture. Include only the content you need. |
| Excluded Layers | Remove even when included. Effective mask is Included AND NOT Excluded. Generated reflection outputs are excluded automatically. |
| Object Filter: Layers | Effective object mask, followed by sorting-layer restrictions. |
| Include Selected | Only exact Renderer components in Selected Renderers can pass other filters. An empty list reflects no selected geometry. |
| Exclude Selected | Remove exact selected Renderer components after other filtering. Children are not expanded automatically. |
| Sorting layer selection | Empty includes all sorting layers. Entries restrict captured Renderer sorting layers; this does not set output priority. |
For an environment/player reflection, put scenery on Environment, actors on Actors and shore/UI/decorations on Decoration. Include Environment + Actors and exclude Decoration. Compatible lights can illuminate selected content without including unrelated geometry. Screen-space UI is not reflected.
Mixed... can be a normal multi-layer mask display. Open the mask and inspect checked layers; multi-object editing can also show mixed values.
Frame the capture rectangle#
| Field | Source-plane interpretation |
|---|---|
| X | Left edge along the tangent. A centered width 21.3 starts at -21.3 / 2 = -10.65. |
| Y | Near edge along the source-side normal. Zero starts at the plane; negative Y is sanitized to zero. |
| W | Source width. The example ends at X + W = 10.65. |
| H | Height away from the plane. The example captures zero to 6.8 units above a horizontal plane. |
The manager also considers source-camera view and destination visibility. Raising opacity cannot reveal content outside the capture rectangle. Vertical Mirrors still use tangent/normal coordinates, mapped to local (normal, -tangent).
A practical adjustment order#
- Choose Planar, turn optional effects off and use a visible test sprite.
- Place the plane, then size the destination with Surface Size/Scene View handles.
- Set Capture Region to cover intended source sprites and inspect edges/camera framing.
- Add bounded source margin for wave/offset sampling if needed. Larger captures may require more pixels.