Compute Stochastic Screen Space Reflections for unity post processing
Compute Stochastic Screen Space Reflections for Unity post processing. Utilizing shared memory for performance. Should be mostly production ready, except for a few Hierarchical Z-depth casting artifacts.
In a unity project go to your Packages
folder. Open manifest.json
and add into the dependencies the following line:
"com.simeonradivoev.stochastic-reflections": "https://github.com/simeonradivoev/ComputeStochasticReflections.git"
It should look something like this:
{
"dependencies": {
"com.unity.ugui": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.simeonradivoev.stochastic-reflections": "https://github.com/simeonradivoev/ComputeStochasticReflections.git",
}
}
Just add a new effect in a post processing profile under Custom/Stochastic Screen Space Reflections
For VR use the test branch called StereoRendering
. It currently only supports multi pass rendering.
Tested on a GTX 1070 at 1080p
Highest Quality, High Quality Blur
Raycast and Resolved downsampled, Low Quality Blur