Optimize Screen Space Reflections tracing with Hierarchical Z-Buffer

Improve SSR resolve filter quality and adjust scalability.
This commit is contained in:
2026-01-26 15:22:39 +01:00
parent da8376bba1
commit 143d714037
15 changed files with 482 additions and 145 deletions
@@ -116,7 +116,7 @@ void PS_Forward(
Texture2D sceneColorTexture = MATERIAL_REFLECTIONS_SSR_COLOR;
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
float stepSize = ScreenSize.z; // 1 / screenWidth
float maxSamples = 48;
float maxSamples = 50;
float worldAntiSelfOcclusionBias = 0.1f;
float brdfBias = 0.82f;
float drawDistance = 5000.0f;