Class ScreenSpaceReflectionsPass
Screen Space Reflections rendering service
The following implementation is using Stochastic Screen-Space Reflections algorithm based on: https://www.slideshare.net/DICEStudio/stochastic-screenspace-reflections It's well optimized and provides solid visual effect.
Algorithm steps: 1) Downscale depth [optional] 2) Ray trace 3) Resolve rays 4) Temporal blur [optional] 5) Combine final image (alpha blend into reflections buffer)
Assembly: FlaxEngine.dll
File: Engine/Renderer/ScreenSpaceReflectionsPass.h
Syntax
public class ScreenSpaceReflectionsPass : public RendererPass
Methods
Dispose()
Cleanup service data.
Declaration
public virtual void Dispose() override
Overrides
Init()
Initialize service.
Declaration
public virtual bool Init() override
Returns
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bool
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Overrides
Render(RenderContext& renderContext, GPUTextureView* reflectionsRT, GPUTextureView* lightBuffer)
Perform SSR rendering for the input task (blends reflections to given texture using alpha blending).
Result buffer with SSR contents to mix (null if not rendered). Free via RenderTargetPool after use.
Declaration
public GPUTexture* Render(RenderContext& renderContext, GPUTextureView* reflectionsRT, GPUTextureView* lightBuffer)
Parameters
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RenderContext
renderContext
The rendering context. |
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GPUTextureView
reflectionsRT
Temporary buffer to use for the reflections pass |
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GPUTextureView
lightBuffer
Light buffer |
Returns
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GPUTexture
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setupResources()
Declaration
protected virtual bool setupResources() override
Returns
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bool
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Overrides
ToString()
Gets the string representation of this object.
Declaration
public virtual String ToString() const override
Returns
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String
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