Search Unity

Feature Request SSR reflection fallback

Discussion in 'High Definition Render Pipeline' started by olavrv, Jan 4, 2022.

  1. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    515
    On for example oceans, where SSR has no screen space data to fall back on, it reverts to the sky. This does not look so good...

    Would it be possible to revert to the last known "pixel" color instead?

    In the attached example, the sky is reflected in plane from SSR where mountains should be..
     

    Attached Files:

    Last edited: Jan 4, 2022
    Deleted User likes this.
  2. blueivy

    blueivy

    Joined:
    Mar 4, 2013
    Posts:
    632
    I was under the I guess wrong impression that SSR and reflection probes could be blended together. Is that not true? Though that might not apply to your example I'm just curious
     
  3. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    515
    This is true, but with moving objects refreshing probes will have a too high performance cost
     
    blueivy likes this.
  4. AydinDeveloper

    AydinDeveloper

    Joined:
    Sep 8, 2017
    Posts:
    92
    Realtime reflection probe Time Slicing is supported in beta-alpha version. this solves the performance issue (with high latency). I don't understand what you mean by "last known pixel color". The SSR behaved exactly as it should. does not reflect what he does not know.

    nice screenshot :)