I'm working on a re-creating this reflection shader:
I'm trying to figure out how I can render the same skeleton again, flipped upside-down (I'll use scaleY), and at a specific stage in Unity's rendering pipeline (I could use a specific Sorting Layer for the reflections).
I looked at the SkeletonGhost but it didn't seem like I could use that.
Would appreciate any help!
Follow-up Question: In order to achieve the "watery / icy" look of those reflections I have to distort them in the shader. Should I copy the Spine/Skeleton shader, and add the distortion stuff there?
It also needs to use Masking or make use of the Stencil. I see that I can select Mask Interaction on the Skeleton Animation, and that seems to have created and set the Material of the Mesh Renderer to "spine_character_Material_InsideMask". I see that the material has an option for Stencil Comparison. If I want to use the Stencil AND distort the image (the watery/icy look), should I make a modified version of the Spine/Skeleton shader with distortion, and then create a new material with that shader and set the Stencil Comparison appropriately?
Thank you guys 🙂