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Screen Space Reflections (SSR) #181
Screen Space Reflections (SSR) #181
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This looks great. Thank you! My main concern is that I would not like to implement it by another Boolean variable inside My idea is to remake The TCasleScreenEffects already offers a flexible API to add/remove effects. We should not need to modify a single We should have a component like This would also enable natural way to control specific screen effects parameters by properties, and expose them as published for CGE editor. IOW, allow adding screen effects from editor. So, all those comments kind of wait on me, to propose a better way to design "standard" screen effects inside CGE, like screen-space ambient occlusion and now screen-space reflections. Give me a bit of time to try to do it (if I will fail, I'll merge the current implementation, and will redesign it later :) ). |
First of all, sorry (again) for taking so long to review this. I think this is the 3rd time where your PR took me a looong time to apply, simply because of my lack of time. Sorry about this, and (this is important!) I hope that my long review times did not discourage you from doing more work on CGE. Over the years, you provided a number of big CGE features, so I hope that you will keep them coming :) And I hope that my review times will get better. I'm applying it now, as everything is cool -- the remaining work is on my side to
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use them Also fixes incorrect float depth = texture2D(screen_depth, pos) It should be float depth = texture2D(screen_depth, pos).r but now it can be even better: float depth = screenf_01_get_depth(pos) See #181
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This PR adds SSR screen effect to the engine.
The shader is based on Riccardo Balbo's implementation of SSR: https://github.com/riccardobl/SimpleSSRShader
TCastleViewport have 2 new properties:
Limitations:
Some screenshots: