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Latest ssr Activity
![Incorrect SSR results (DirectX 11)](https://uploads.gamedev.net/forums/monthly_2021_10/3e02d0fadee0457ea1a9d6d13426e260.Starfire-DirectX-Build-1047-2021-10-16-16-29-09-86.bmp)
Hi I'm trying to implement SSR in my engine but I'm having some issues. I'm using this algorithm as it seems simple enough: http://www.christophergullbergbrady.com/SSR/β but this is the result i get:β
You can see my GBuffer layout at the top (worldpos, normals, depth (r32_float), last frame) and thβ¦
![Water planar reflection with physical correct normals](https://uploads.gamedev.net/forums/monthly_2020_10/8950838106c54bce98735acef7043312.dfgdfgdfg.jpg)
ddlox said:
look here:
- http://roar11.com/2015/07/screen-space-glossy-reflections/β
- http://jcgt.org/published/0003/04/04/β
- https://interplayoflight.wordpress.com/2019/09/07/hybrid-screen-space-reflections/β
Have fun ?
I use screen space planar(projected) reflections.
This method http://remi-genin.fr/blog/sβ¦
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