Code (CSharp): //We calculate the screen UV coordinates float2 screenUV = IN . screenPos . xy / IN . screenPos . w ;

Hi there,We will try to make the documentation of our tools available online in our forums and our website soon (it is something we are trying to set up for our upcoming tools as they are far more complex and require in turn much deeper documentation, though since the documentation also expands on the source code of the tool, we are still deciding how to upload it )The part you are interested in right now is, however, fairly simple to explain. The tool automatically assigns the reflection texture to theproperty of the shader (of any shader), and the proper UV coordinates for the reflection can be calculated with this piece of code, which is the standard screen coordinates system :After this, you only need to unwrap thewhile passingas the UV coordinates and that's it, your reflections should be ready to be used in the shader.Hope it helpsThe Irreverent Software TeamEDIT :is just the name of the variable that stores the coordinates, but this variable can have any name. The only name that is mandatory is, as this is the property that will be assigned by the tool itself.