CVR Mirror
Mirror component. Use the corresponding prefab to place a mirror in the world; the white surface is the reflecting side. At runtime the component’s GameObject is forced onto layer 14 and the mirror renders stereo-correct reflections into _ReflectionTexLeft / _ReflectionTexRight on the mirror material.
Properties
Section titled “Properties”Disable Pixel Lights
Section titled “Disable Pixel Lights”Turns off pixel lights while the mirror renders. Think of pixel lights as realtime light sources — disabling them keeps them out of the mirror. Default true.
Texture Size
Section titled “Texture Size”Maximum texture resolution used by the mirror. Capped at runtime by the user’s GraphicsMaxMirrorResolution setting.
Clip Plane Offset
Section titled “Clip Plane Offset”Shifts the reflection plane forward from the mirror surface. Default 0.001.
Frames Needed To Update
Section titled “Frames Needed To Update”How many frames pass before the mirror re-renders.
Reflect Layers
Section titled “Reflect Layers”Layers captured by the mirror camera. Layer 14 is always stripped. In the legacy mode (default), the UI and WaterReflection-adjacent layers are also stripped and PlayerNetwork, PlayerLocal, and CVRPickup are always forced on.
Typical notable layers:
- PlayerLocal: Reflects your own avatar.
- PlayerNetwork: Reflects other players in the world.
- CVRPickup: Reflects any CVR Pickups in the world.
Use Occlusion Culling
Section titled “Use Occlusion Culling”Enables Unity’s occlusion culling on the reflection camera. Ignored unless Ignore Legacy Behaviour is enabled.
Clear Flags
Section titled “Clear Flags”How the reflection camera clears. One of Skybox (default) or Color.
Custom Skybox
Section titled “Custom Skybox”When Clear Flags is Skybox, an optional material used for the reflection skybox. If null, the reflection camera’s own Skybox component is disabled.
Custom Color
Section titled “Custom Color”When Clear Flags is Color, the solid background color.
Ignore Legacy Behaviour
Section titled “Ignore Legacy Behaviour”Disables the legacy reflect-layer mask and other forced defaults (occlusion culling off, clip plane offset reset). Leave unchecked for the standard mirror behaviour.
- The mirror MSAA level is taken from the user’s
MirrorMsaaLevelsetting, falling back to the camera’s render target MSAA or the project quality settings. - Reflection textures are allocated per-eye (
Left/Right) as temporaryARGBHalfrender textures. In mono the right-eye texture is skipped. - The mirror is registered with
EyeMovementControllerManager, so avatar eye tracking can hit it as a target.
Source
Section titled “Source”CVR-GameFiles/CVRMirror.cs