Comments (5)
Hi, @hwnde !
I think SSR should be disabled for swamp.
Sure, but how? Only useful information engine has is the Material::group
- so we know that it's a water.
From semi-useful data there is a texture (green'ish on swamp, blue on ocean) - this is not in use as not applicable for ocean and rivers.
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So texture is something that we could potentially use to branch the logic, correct?
Another approach is to implement ray traced reflections.
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He are examples of textures:
ocean:
swamp:
Naturally there are problems.
This is a single texture, that does not represent any of material properties. Using them as specular - works for swamp, probably, but not for ocean. Using them for transmittance - OK, but doesn't solve anything for SSR
Another approach is to implement ray traced reflections
Ray-tracing, in current gen of api's, is very awkward to use. It give us a 'hit', but then engine would have to evaluate(expensive) color at the hit-point. Animation is also something what doesn't just works. And even if we solve RT - this is only small subsets of GPU's.
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Did some experiments - I tried overriding alphaFunc for specific materials. The best results seem to be produced with Multiply - looks very close / identical to the original.
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The best results seem to be produced with Multiply - looks very close / identical to the original.
Multiply
, while maybe works for swamp case, but completely ruins effect in open areas, such as harbor
Main issue is still stands - engine need to be aware, if sky is reachable, similar to sky-occlusion maps in modern engines
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