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    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)

    Inheritance
    Singleton
    RendererPass
    ScreenSpaceReflectionsPass
    Inherited Members
    RendererPassBase::_hasValidResources
    RendererPassBase::checkIfSkipPass()
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Object::Flags
    Singleton::Instance()
    RendererPassBase::invalidateResources()
    RendererPassBase::IsReady()
    Object::OnDeleteObject()
    RendererPassBase::RendererPassBase()
    Singleton::Singleton()
    Object::~Object()
    Singleton::~Singleton()
    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
    RendererPassBase::Dispose()

    Init()

    Initialize service.

    Declaration
    public virtual bool Init() override
    Returns
    bool

    Overrides
    RendererPassBase::Init()

    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
    RendererPassBase::setupResources()

    ToString()

    Gets the string representation of this object.

    Declaration
    public virtual String ToString() const override
    Returns
    String

    Overrides
    Object::ToString()

    See Also

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