Forward SSR Floor
This is the Standard RP version of Forward SSR Floor.
Features
- Physically correct, support metallic and smoothness.
- Combine screen space reflection with Unity’s indirect specular.
- Support realtime lighting and lightmap.
- Adjustable SSR properties for quality and performance.
- Forward SSR, mobile ready.
How to use
- Forward SSR Floor need camera’s depth texture, so you should enable camera’s depth mode or add my CameraDepthToggle component to your main camera.
- Assign BadDog/BGSSRFloor” shader to your floor material, and that’s all.
Shader properties
MixMap
I combine metallic, ambient occlusion, emission and smoothness into one texture, and call it MixMap.
- R: metallic
- G: ambient occlusion
- B: emission
- A: smoothness
Screen Space Reflection
- SSR Max Ray Count
- It controls the max reflected ray number for ray marching.
- For rough floor, you need more rays(>=3) to get better quality.
- For smooth floor, 1-2 rays is enough.
- It’s performance sensitive, for mobile device, it should be <= 3.
- SSR Max Sample Count and SSR Sample Step
- Ray marching distance is controlled by SSR Max Sample Count * SSR Sample Step.
- For better quality, you need higher SSR Max Sample Count and smaller SSR Sample Step.
- SSR Max Sample Count is performance sensitive, for mobile device, it should be <= 10.
- SSR Intensity
- It controls the final SSR intensity.
- SSR Max Roughness
- It controls the max roughness that reflects screen color.
About the demo scenes
- testLightmap
- Test ssr outdoor with lightmap.
- testRoom
- Test ssr in a room.
- testTransparent
- Test ssr with realtime lights and transparent particles.
All demo scenes need Linear Space.
Customer Support:
web | |
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shenpan998@gmail.com | https://fatdogsp.github.io/2020/02/20/My-Assets/ |