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abrasivetroop avatar abrasivetroop commented on July 4, 2024 1

Okay thanks for the explanation! As for the project, this one is really big and you don't really need this specific project. Just create a plane with a transparent material and put the default cube mesh above it and enable software tracing in post fx volume.

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abrasivetroop avatar abrasivetroop commented on July 4, 2024 1

Okay I see thanks for explaining!

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abrasivetroop avatar abrasivetroop commented on July 4, 2024 1

@HydrogenC Oh damn, thanks for trying! This is one of the things that bothered me a lot in my poolrooms demo because the reflections didn't look right with only SSR but if you can pull it off this would be a great addition! I wish I could help you but I think it is obvious from my questions that I am a total noob :D

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abrasivetroop avatar abrasivetroop commented on July 4, 2024

So if this is simply an error in render execution order, solving it shouldn't be too hard?

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HydrogenC avatar HydrogenC commented on July 4, 2024

So if this is simply an error in render execution order, solving it shouldn't be too hard?

I suppose it's not that easy. Since effects like reflections and SSR shaders relies on GBuffer to acquire information, and that forward pass doesn't write to the GBuffer, a separate implementation has to be created.
Could you provide me with the flax project so that I can experiment with it?

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abrasivetroop avatar abrasivetroop commented on July 4, 2024

@HydrogenC How about using the information from the last frame to add the reflections? That would be easier to implement I think.

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HydrogenC avatar HydrogenC commented on July 4, 2024

@HydrogenC How about using the information from the last frame to add the reflections? That would be easier to implement I think.

That's unneccessary though. What is needed to do reclections is just normal and world position, and they can be calculated and passed through the vertex shader. With these information we can handle reflections in the same way as opaque materials.
Though, I am still diving into the code now, so I may not be that sure about how to tackle this on a code engineering aspect.

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HydrogenC avatar HydrogenC commented on July 4, 2024

@abrasivetroop Well, I read all of the code involved and I have to correct what I've said before.
The reflection feature itself has already be integrated into the forward pass in the current version, but the true problem is that SDF tracing isn't implemented for forward materials. It would take another 2 constants and 7 additional texture slots to implement SDF reflection tracing and I'm trying to implement that :(
The work is being done here: https://github.com/HydrogenC/FlaxEngine/tree/forward-software-refl

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HydrogenC avatar HydrogenC commented on July 4, 2024

I opened a pull request for this.

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