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Screen Space Reflection

Discussion in 'Graphics Experimental Previews' started by xrooshka, Jun 19, 2018.

  1. xrooshka

    xrooshka

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    Hi there! I'm using HDRP from the master branch on github. I found the Screen Space Raflection option in the Volume component, but I can't make it work.

    upload_2018-6-20_0-9-47.png

    Settings in HDRenderPipelineAsset like Support SSR are seemes to be all turned on. Even SSR option in PostProcess Volume is turned on, but no effect.
     
  2. rz_0lento

    rz_0lento

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    I recently stumbled upon this github commit that basically tells it all if you want to test current state of SSR on HDRP (I tested on modified 3.0.0-preview): https://github.com/Unity-Technologi...mmit/2f680c689b085df3bc6a91197641c2d4f92dd806

    Basically, it only works when you are in forward only mode (set both support + enable for it) and you additionally have to remove the define like on that commit so SSR will not be disabled.

    Edit-> works in deferred too, need to have at least one reflection probe in the scene to work.
     
    Last edited: Aug 31, 2018
    candycat likes this.
  3. xrooshka

    xrooshka

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    So it will not work on 2018.2.2 and 2.0.8? I thought It's allready works as it described in Unity Blog upload_2018-8-4_13-31-4.png

    Well ad I understand It's just not ready so if it's not so necessary I'll better wait till it's done.
     
  4. hippocoder

    hippocoder

    Digital Ape

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    Yep just a WIP thing there best be patient. You can use planar reflection now though...
     
  5. rz_0lento

    rz_0lento

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    Ok, tested this on 3.0.0-preview and there Proxy-option now works on deferred (default) too. You still need to copy the package into your projects Packages folder etc and edit those two lines from lit.hlsl (or remove the restriction from the folder where Unity downloaded the 3.0.0 package (change affects all projects using this package then)

    edit-> it might have worked before in deferred too, you need to have a reflection capture in the scene for this to work (might have missed this in past)
     
    Last edited: Aug 11, 2018
  6. Reanimate_L

    Reanimate_L

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    wait how to use proxy SSR?
     
  7. rz_0lento

    rz_0lento

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    comment out those two lines from HDRP's Lit.hlsl (https://github.com/Unity-Technologi...mmit/2f680c689b085df3bc6a91197641c2d4f92dd806), make sure you have at least one reflection probe in the scene and that you have SSR enabled from render pipeline asset itself. Then add SSR component into your scene/volume settings like shown on the original post on this thread, he posted image with Hi-Z but Proxy model is another alternative. Proxy works pretty well but it seems to distort the reflections a lot so it would probably depends on your project if you can use it or not.
     
    Last edited: Aug 14, 2018
  8. Reanimate_L

    Reanimate_L

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    Ahhh i see. . . okay thanks
     
  9. Reanimate_L

    Reanimate_L

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    Oh Hi-Z works with with forward and deferred apparently
    Edit: Both of them are works in deferred. Proxy and Hi-Z. Huh?
     
  10. rz_0lento

    rz_0lento

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  11. Reanimate_L

    Reanimate_L

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    I see, yeah might worth to wait anyway.