Dynamic Reflections
Much like SSAO, you can composite dynamic specular reflections on your object, whether they are SSR or eventually Raytraced Reflections
Much like SSAO, you can composite dynamic specular reflections on your object, whether they are SSR or eventually Raytraced Reflections
You can use it directly by sampling on your shader:
float3 DynamicReflections::Sample( float4 ScreenPosition, float Roughness )
On the standard shading model they are composited with the correct BRDF, so it respects the reflection value from Metalness and Roughness set by it
Custom Dynamic Reflections
You can implement your own dynamic reflections solution simply by providing the dynamic reflection texture globally from your own component:
commands.SetGlobal( "ReflectionColorIndex", PlanarReflection.ColorIndex );
Roughness parameter when sampling will optionally get a specific mip level from your texture from 0.0f to 1.0fย to composite with variable blurriness based on how rough the overlayed material is
Overriding Indirect Specular Reflections For Disabling
Since you are overriding the envmap reflections of an object, overriding reflection color can also be used to force them off entirely
commands.SetGlobal( "ReflectionColorIndex", Texture.Black.ColorIndex );
Referenced API
Canonical API pages mentioned in this guide.
Information about the spline at a specific distance.
A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by code. Can also be 2D, 3D (multiple slices), or a cube texture (6 slices).
1x1 solid black opaque texture.
Texture (.vtex) asset type.
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Absolute position of the mouse cursor on the screen.