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Compute Stochastic Screen Space Reflections for unity post processing
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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

Requirements

  • Works only with deferred rendering
  • Compute shader capable video card
  • Unity Post Processing v2
  • Tested with Unity 2018.2

References

Rewritten from Xerxes1138
Based mainly on Tomasz Stachowiak and Yasin Uludag, Siggraph15

Performance

Tested on a GTX 1070 at 1080p

Highest Quality, High Quality Blur

  • Raycasting: 1.4 ms
  • Blur: 0.73 ms
  • Temporal: 0.67 ms
  • Resolve: 0.55 ms
  • Total + Others: 4.15 ms

Raycast and Resolved downsampled, Low Quality Blur

  • Raycasting: 0.5 ms
  • Temporal: 0.19 ms
  • Resolve: 0.19 ms
  • Total + Others: 1.7 ms