My understanding of SSR is that it is a more efficient alternative to using realtime rejection probes. But would you normally use SSR to replace static reflection probes as well? Or can they complement each other when used together
I assume to use both ssr and reflection probes. You must remember that ssr works only in screen space and objects not visible in screen space are not rendered in reflection, so you can often get fake reflections. Reflection probe will give you more accurate results and worse performance than ssr. I wonder to use compute shader to real time updating cubemaps.
You must use both.
Take a look here, i have used:
- Reflection Probe for global reflections
- SSR
- Planar reflection for floor
Thanks! How does UnitySSR compare with both built in and SSAOPro?
What do you mean planar reflections for floor?
Unity’s up-coming SSR will work correctly with reflection probes in deferred for offscreen reflections it cannot otherwise sample from. I would expect this to drop in December, but as always things can be delayed. See the roadmap for details.
Yes, can’t wait for Unity SSR !!!
Hope they don’t delay… it’s really an essential feature (explecially for archviz).