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    SSR roughtness Hi, im currently implementing SSR in my project and noticed that people are using cone tracing in SSR shader. My approach is to take current screen, convolute it, with same algorithm as im using for IBL and then sample it based on roughtness. Like for IBL. Im using same calculations for IBL and SSR, only for SSR i have one texture instead of entire cube map. I can think only about performance issues for calculation of convolution of entire screen (especially in 4k). Or is there any other reason of doing cone tracing in SSR instead of my approach ? Thanks https://ift.tt/eA8V8J

    Hi, im currently implementing SSR in my project and noticed that people are using cone tracing in SSR shader. My approach is to take current screen, convolute it, with same algorithm as im using for IBL and then sample it based on roughtness. Like for IBL. Im using same calculations for IBL and SSR, only for SSR i have one texture instead of entire cube map. I can think only about performance issues for calculation of convolution of entire screen (especially in 4k). Or is there any other reason of doing cone tracing in SSR instead of my approach ? Thanks

    from GameDev.net https://ift.tt/2CNO9zk

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