a value between 0 and 1 to set how much the last frame's reflections should be blended in; higher values will result in less noisy reflections when moving the camera but a more smeary look
SSR
混合方式
EffcetBase
how much the blurred reflections should be mixed with the raw reflections
SSR
kernel size of the Box Blur Filter; higher kernel sizes will result in blurrier reflections with more artifacts
SSR
exponent of the Box Blur filter; higher values will result in more sharpness
SSR
how much pixels should be corrected when doing temporal resolving; higher values will result in less smearing but more noise
SSR
how many surrounding pixels will be used for neighborhood clamping; a higher value can reduce noise when moving the camera but will result in less performance
SSR
maximum distance a reflection ray can travel to find what it reflects
SSR
颜色抖动
EffcetBase
是否开启
EffcetBase
exponent by which reflections will be potentiated when composing the current frame's reflections and the accumulated reflections into a final reflection; higher values will make reflections clearer by highlighting darker spots less
SSR
how much reflections will fade out by distance
SSR
intensity of the reflections
SSR
Index of Refraction, used for calculating fresnel; reflections tend to be more intense the steeper the angle between them and the viewer is, the ior parameter sets how much the intensity varies
SSR
how intense jittering should be
SSR
how intense jittering should be in relation to a material's roughness
SSR
maximum depth difference between a ray and the particular depth at its screen position after refining with binary search; higher values will result in better performance
SSR
maximum roughness a texel can have to have reflections calculated for it
SSR
if there should still be reflections for rays for which a reflecting point couldn't be found; enabling this will result in stretched looking reflections which can look good or bad depending on the angle
SSR
透明度
EffcetBase
once we had our ray intersect something, we need to find the exact point in space it intersected and thus it reflects; this can be done through binary search with the given number of maximum steps
SSR
resolution of the SSR effect, a resolution of 0.5 means the effect will be rendered at half resolution
SSR
how intense reflections should be on rough spots; a higher value will make reflections fade out quicker on rough spots
SSR
number of steps a reflection ray can maximally do to find an object it intersected (and thus reflects)
SSR
maximum depth difference between a ray and the particular depth at its screen position before refining with binary search; higher values will result in better performance
SSR
if normal maps should be taken account of when calculating reflections
SSR
if roughness maps should be taken account of when calculating reflections
SSR
resolution of the velocity buffer, a resolution of 0.5 means velocity will be rendered at half resolution
SSR
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屏幕空间反射 基于https://github.com/0beqz/screen-space-reflections
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Date
2022.9.15
Author
xwb