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Compute Stochastic SSR

posted

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