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🎮 Unity
Reflection Matrix
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The DirectX docs give the reflection matrix.
You can do it yourself as well. Just derive the reflection formula for a vector. Then apply this to the standard basis vectors to get the columns of the matrix. For points, it is similar, but there will be a translation involved also, but this can be handled by a matrix, too, if you augment to homogeneous coordinates.
You can do it yourself as well. Just derive the reflection formula for a vector. Then apply this to the standard basis vectors to get the columns of the matrix. For points, it is similar, but there will be a translation involved also, but this can be handled by a matrix, too, if you augment to homogeneous coordinates.
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