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Modify Refraction shader for realtime reflection?

Andrei Nadin 11 lat temu Ostatnio zmodyfikowane przez MS80 11 lat temu 7

The Refraction shader almost works as a realtime reflection except the reflection is upside down/back to front. Is it possible to use this for reflection or would that be something else?

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It may be possible! The refraction parameter is a UV offset in screen space, so if you "just" get the UV calculations right, it might work! Although I suspect you'll need depth information, which isn't implemented yet.


Edit: I'll mark this as declined, simply because it's currently outside the scope of Shader Forge. Let me know if you want to reopen it for some reason!

Yeah I kind of fiddled with it.. might have another go :) is it very expensive with the grab pass?


Anyway shadows must work first! 

Currently it's doing the expensive grabbing, per-object grab pass, rather than the more cheap per-frame grab pass.

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It may be possible! The refraction parameter is a UV offset in screen space, so if you "just" get the UV calculations right, it might work! Although I suspect you'll need depth information, which isn't implemented yet.


Edit: I'll mark this as declined, simply because it's currently outside the scope of Shader Forge. Let me know if you want to reopen it for some reason!

I think it would be awesome to have it along with a Physically Based Lighting model but I can see that both of those should probably wait for the tool to be done first - just hurry up! :D

A physically based lighting model is planned for the initial release :)

AWESOME , ok reflection can wait until 1.1 :)

Cannot wait to see this, too!!