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ssr images #12

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Jun 26, 2024
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Original file line number Diff line number Diff line change
@@ -1,7 +1,14 @@
<!-- Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. -->
<!-- https://github.com/bevyengine/bevy/pull/13418 -->

[Screen-space reflections](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html) approximate real-time reflections by raymarching through the depth buffer and copying samples from the final rendered frame.
{{ compare_slider(
left_title="No SSR",
left_image="no_ssr.png",
right_title="SSR",
right_image="ssr.png"
) }}

[Screen-space reflections](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html) approximate real-time reflections by raymarching through the depth buffer and copying samples from the final rendered frame.
Our initial implementation is relatively minimal, to provide a flexible base to build on, but is based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db), one of the creators of the indie darling Bevy game [Tiny Glade](https://store.steampowered.com/app/2198150/Tiny_Glade/).
As a result, there are a few caveats to bear in mind:

Expand All @@ -20,4 +27,4 @@ While the [`ScreenSpaceReflectionsSettings`] comes with sensible defaults, it al
[`ScreenSpaceReflectionsBundle`]: https://dev-docs.bevyengine.org/bevy/pbr/struct.ScreenSpaceReflectionsBundle.html
[`ScreenSpaceReflectionsSettings`]:https://dev-docs.bevyengine.org/bevy/pbr/struct.ScreenSpaceReflectionsSettings.html
[`DepthPrepass`]: https://dev-docs.bevyengine.org/bevy/core_pipeline/prepass/struct.DepthPrepass.html
[`DeferredPrepass`]: https://dev-docs.bevyengine.org/bevy/core_pipeline/prepass/struct.DeferredPrepass.html
[`DeferredPrepass`]: https://dev-docs.bevyengine.org/bevy/core_pipeline/prepass/struct.DeferredPrepass.html