Screen Space reflection not working with Shader Forge.

Hey guys, anyone else bumping into issues here? I’ve been using Shader Forge a lot, as it’s making the dev process much easier. However, I’m getting all sorts of weird stuff after upgrading unity and trying to implement screen space reflections. Objects that should be in the deffered pipeline don’t reflect sometimes, or if they do, the reflections might be really stark black & white or even streaky.

Can anyone offer a little perspective on what might be the issue here? Presumably shader forge needs an update to work with the new image effects, but it would be nice if I could understand what’s happening. perhaps to find a work-around…

I don’t know how shader forge works. But for ssr anything that casts / receives reflections needs to be in the g-buffer and have valid g-buffer data. This means that if shader forge is not writing to the g-buffer (forward only) or if it’s doing some custom g-buffer things (using channels differently) then reflections might not be present or might be wrong.

When it comes to ssr the effect is really independent of the shaders being used for normal rendering. The normal objects just have to render to the g-buffer correctly. I would reach out to the create of shader forge if I were you.

Thanks Tim! That’s incredibly helpful. I’ll do that.