Agreed, PBR is extremely dependent on reflections and without SSR it just looks wierd in a lot of situations… SSR isn’t that hard to implement and if the problem is older/mobile hardware, make it DX11 temporarily
+1
Agreed! We need SSR directly inside Unity, with standardshader support, seamless integrated in combination with reflection probes, gi and all the cool stuff!
It seems to be a small but important step!
I agree. This is one of the main reasons why I use Unreal Engine 4 For Arch Viz. I use Unity for so many other things, that SSRR is pretty much the last major item preventing me from using it for High End Arch Viz.
We agree and we have top men working on it in paralell to shipping 5.0. It will definately not be ready as part of 5.0, but it’s high on our priority list. And we will ship it as soon as it’s solid in the 5.x series. Along with other image effects.
glad to hear unity is aiming for SSR! i hope its done in a CGInclude so it can be put in a pixel shader as well. that way transparent objects can have reflections too. its one of the major limitations of unreal at the moment and is really killer to effects like water and glass(which look like shit in unreal). i also back the idea of more image effects. however i think its more important to have more optimized ones(saving power i could use on other things). one thing i would also like to point out is temporal effects(re-projection, AA, super-sampling, etc…). which require a per pixel velocity buffer. this isn’t the end of the world to implement, but i think we need what the people at nvidia had in their unity build. which was the previous model and vertex matrices built in. this way it wouldn’t be dependent on a script on every object. or even better just make a total per-pixel velocity buffer a built-in thing ;3
[quote=“Cynicat, post:19, topic: 567444, username:Cynicat”]
proxy cube would be doable though.
[/quote] Actually, i think we talking the same thing, just different term. I’m forgot what is the correct term for that technique