Optimize Screen Space Reflections tracing with Hierarchical Z-Buffer
Improve SSR resolve filter quality and adjust scalability.
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@@ -116,7 +116,7 @@ void PS_Forward(
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Texture2D sceneColorTexture = MATERIAL_REFLECTIONS_SSR_COLOR;
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float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
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float stepSize = ScreenSize.z; // 1 / screenWidth
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float maxSamples = 48;
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float maxSamples = 50;
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float worldAntiSelfOcclusionBias = 0.1f;
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float brdfBias = 0.82f;
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float drawDistance = 5000.0f;
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