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
bool
|
Overrides
Render(RenderContext& renderContext, GPUTextureView* reflectionsRT, GPUTextureView* lightBuffer)
Perform SSR rendering for the input task (blends reflections to given texture using alpha blending).
Declaration
public void Render(RenderContext& renderContext, GPUTextureView* reflectionsRT, GPUTextureView* lightBuffer)
Parameters
RenderContext
renderContext
The rendering context. |
GPUTextureView
reflectionsRT
Temporary buffer to use for the reflections pass |
GPUTextureView
lightBuffer
Light buffer |
setupResources()
Declaration
protected virtual bool setupResources() override
Returns
bool
|
Overrides
ToString()
Gets the string representation of this object.
Declaration
public virtual String ToString() const override
Returns
String
|