My implementation does not involve ray-tracing, as such it can run on DX9 fine. It is designed as a fresnel reflection, which means it only effects surfaces at more perpendicular angles to the camera normal. It looks awesome on curved and complex surfaces, but the effect is less convincing on large, flat surfaces.
Hey guys, just got done making this video to show off a new material surface. The surface uses the rendered scene (basically a screenshot) to produce reflections per-frame. The video explains it better. [ame= http://www.youtube.com/watch?v=hRVLWIMOPlo]Kazeohin-SSFR Demonstration[/ame] ---^^The material in its basic form…
When I first played with the idea back when I was looking to add it to my Audio Royalle map, I called it the 'clearcoat post-process' and it was applied to the entire scene. The only problem was that there was no way to controll it in a deferred layer, per-se. So I've repurposed it as a surface-specific effect. Would it be…
Why yes, that is my voice. Now for everything I type here, imagine it in my voice. The SSR in the cryengine is raytrace-based and is performed as a hybrid compute/pixel shader. My own SSFR is purely a pixel shader. It is not 100% accurate, it is however 100% awesome. Cryengine's SSR is designed for large, flat surfaces…