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Add SSRrPass (screen space refraction) (#21420)
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* SSRPassCorrectReflectorDepth

* Fix? or bypass? large groundReflector edge viewing problem.

* Renaming & some clean up.

* SSRr init copy from SSR

* ok: rename SSR to SSRr & remove groundReflector

* clean up

* clean: blur

* a

* a

* pok

* debug_effect

* pok

* pok

* doing

* doing

* add gui ior

* ok

* screenshot

* bugfix: Correct transparent object z-depth occlusion.

* add vconsole

* Add specular.

* Generalize & Clean up.

* Click toggle transparent.

* Rename: specularRenderTarget.
Fix: scene.background.
MouseMove Check: Zero is sufficient.

* Correct IOR.

* Fix: Tiny gaps display error.
Rename: tSpecular.

* Clean up.

* Rename: Metalness to Refractive.
Add: Specular togglable.

* Make `defines` all uppercase.

* Add `Specular` OUTPUT.

* BugFix: Corrent `tDepthSelects`.
Add: `DepthSelects` OUTPUT.

* Rename: `normal` to `normalSelects`.

* Let `away` consider `surfDist`.

* Setting: `maxDistance` configurable.

* Use `pointToLineDistance`.

* All use `NearestFilter`.

* Add: `infiniteThick`.

* Increase `maxDistance`.

* Add setting: fillHole.
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gonnavis committed Mar 30, 2021
1 parent 6b1c515 commit cb9f8d0
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1 change: 1 addition & 0 deletions examples/files.json
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Expand Up @@ -262,6 +262,7 @@
"webgl_postprocessing_sobel",
"webgl_postprocessing_ssao",
"webgl_postprocessing_ssr",
"webgl_postprocessing_ssrr",
"webgl_postprocessing_taa",
"webgl_postprocessing_unreal_bloom",
"webgl_postprocessing_unreal_bloom_selective"
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