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.
Features
- Hierarchical Z-depth casting
- Temporal reflection depth reprojection
- Median Filtering for extra denoising
- Reflection Color Mipmap Pyramid
- Raycast and resolve pass downsampling
- Frame reprojection for faking multiple bounces
- Specular elongation
- Contact hardening