Well the way planar reflections of this kind usually work is kind of a hack - you create a reflection camera, flip the image upside down and render it to a projected texture and you then use the surface normals to distort it. To get the proper effect you'd have to raytrace the reflections in realtime which seems prohibitively expensive. Pretty sure that World of Warships doesn't have realtime reflections, just a static cubemap which they can get away with because their environments are static.
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