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Compute Stochastic Screen Space Reflections

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.

Contents

Features

Requirements

Installation

In a unity project go to your Packages folder. Open manifest.json and add into the dependencies the following line:

"com.simeonradivoev.stochastic-reflections": "https://github.com/simeonradivoev/ComputeStochasticReflections.git"

It should look something like this:

{
    "dependencies": {
        "com.unity.ugui": "1.0.0",
        "com.unity.modules.ui": "1.0.0",
        "com.simeonradivoev.stochastic-reflections": "https://github.com/simeonradivoev/ComputeStochasticReflections.git",
    } 
}

Usage

Just add a new effect in a post processing profile under Custom/Stochastic Screen Space Reflections For VR use the test branch called StereoRendering. It currently only supports multi pass rendering.

References

Showcase

Real life usage

Screenshots

Before and After

Before After

Performance

Tested on a GTX 1070 at 1080p