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Questions tagged [ssr]

Screen Space Reflection is a technique to approximate reflections off of shiny surfaces in a scene by ray-marching into the rendered scene and its depth buffer. It's particularly noticeable in reflections on wet or metallic walls/floors/ceilings viewed at shallow angles, showing correct contact between the reflected object and its reflection, and softening of the reflection away from the contact point on duller/rougher surfaces.

1 vote
0 answers
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I'm leaving a question because I ran into a problem while implementing screen space reflection. The way I do it is by sampling the position and normal map saved with deferred rendering, changing it to ...
user179368's user avatar
0 votes
1 answer
273 views

I've transposed from OpenGL to DX11 a SSR ray marching shader (code found here : https://community.khronos.org/t/screen-space-reflections/69987). It seems to work well but I have had an initial ...
philB's user avatar
  • 333
1 vote
0 answers
295 views

I'm trying to implement a simple (so far) screen space reflections shader. Below is my code: ...
Simon's user avatar
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1 vote
1 answer
2k views

I've been trying to implement screen space reflections for the past couple of days, however it's been difficult finding specific implementation instructions or guides. Most of the hits on the subject ...
Yattabyte's user avatar
  • 1,043
14 votes
2 answers
32k views

I am very new to game development and I have been trying to understand the difference between Screen Space Reflection and Physically Based Rendering. I have read about PBR, and from what I understand,...
Kumaresan Sandran's user avatar