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An open source screen space reflections implementation for Unity3D 5.

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Hi, thank you for creating such a cool project. This is indeed the only SSR effect I got to show up on a mobile platform. Unfortunately the position where the...

Float3 should be float as alpha channel is not a vector

Hello! I had some doubt about your conversion from clip space to screen space in the code present in the shader file: kode80SSR/Assets/Resources/Shaders/SSR.shader. From line 136 - 146: ``` //...

Hello, I cannot get the blur to do anything (Changing the radius or the roughness of the material does not affect anything) But it works on DX11 and on OpenGL....

When the reflected ray angle is greater than 90º, and being increased as it comes close to 180º, the reflections start to distort (they grow infinitely on the reflecting surface)....

Having blur/roughness calculated by per pixel roughness but also affected by ray distance (like UE4 does) would be amazing. Doesn't need to be fully physically correct I guess.

If you create a new depth pass based on a layer ( TransparentFX layer for example ), is possible to create a Shader for reproduce reflections on transparent objects? I...