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