[FREE] Stochastic Screen Space Reflection

I can’t figured out how to make it work properly in scene view. Getting previous frame (both for temporal and bounce) is problematic. I must be doing something really wrong there.

So I’ve let scene view working but, temporal and bounce reflection is not enabled unless you hit play.

The view is noisy of course but at least you have some feedbacks.

If someone has as an idea please let me know. ( @Chman and @Aras :slight_smile: ? )

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I think that how it is at the moment, afaik motion blur and TAA are not working in scene view

Ok, do you know any fix or others who has same issue ?

This looks pretty promising! I have a question: will this work at long viewdistances? E.g. in an RTS where the cam might be 600 meters away from the geometry, or flight sims or stuff like that. The SSR solution in the official post effects stack currently doesn’t work well for me because of some (hard coded?) distance limitations.

I think it will happend too on mine, pixels at far distance get so tiny that they become hard to sample and it get worse when mip map are enabled in the options.

If you do full res raytrace it will be better but slower.

But I didn’t tested much on long viewdistance. Let me know if you do.

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I gave it a quick try and it does seem to work fine with the long viewdistance. Very nice! However I have so few shiny surfaces in my scene, that it probably isn’t worth the performance cost to have any kind of SSR, compared to other effects I could be using, like a second layer of SSAO or more particle effects.

Thanks a lot for sharing your work!

Good to know :slight_smile: !

I think this ssr is usefull when you have lot of surfaces variations, it plays really nice in scene, but if you have mainly just rough surfaces then I agree it’s probably not worth it.

My pleasure !

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Hi, really liked your SSR solution. But I have a question. Unity’s SSR can reflect backfaces to approximately fill the gaps (Pic 1), yet this one doesn’t (Pic 2). Are we going to get this feature? Or am I doing something wrong?

2875379--210858--1.PNG
2875379--210859--2.PNG

Hi,

It’s totally expected actually (you don’t do anything wrong :)). I’m rewriting my raymarch code which will hopefully support this but can’t say when.

Thanks !

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your ssr surprisingly works nicely for water :smile:

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I guess you made you water as deferred to make it work with it ?

Really nice !

Thanks, Yep it totally deferred water.

Cool, I’ve made similar shader some time ago, but I missed too much my edge fade and refraction so I revert back to forward :).

Would love to see a vidéo of your water with ssr btw.

i can relate to that, still struggling with depth buffer at the moment

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indirectly related, and i swear i’ll stop spamming your thread :smile:
i find a way on how to handle multiple depth buffer from multiple camera, and the clue are exactly in your ssr code, it’s basically how you handle depth buffer :smile:

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That’s ok it has the benefit of keeping the thread alive :).

Well done !

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well then if you don’t mind :slight_smile:
thanks to you i’m now have a good start to create full deferred water with multiple depth support :slight_smile:
which mean deferred effect and soft particle can interact with it :slight_smile:
screenshot below are without the displacement


ohh. . . and it receive shadow :smile:

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@Charkes
i found a weird problem
Far
2921389--215780--upload_2017-1-16_1-21-42.png
Close to object
2921389--215781--upload_2017-1-16_1-22-19.png
problem gone without your ssr

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Hey @Reanimate_L can you give me more details ?

Maybe a screen of the ssr in the inspector, also is there any other image effects in use ?

Also what is your hardware specs ?

i use PostProcessing stack on top of the SSR, but even toggling it on and off doesn’t affect it.
my specs are 16gb ram, i5, gtx660tioc
oh i have to disable atm it due that exact problem
2922392--215896--upload_2017-1-16_22-57-0.png