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Медиа 1 для объявления SSPR - Screen Space Planar Reflections for Floors, Water and Wet Roads

Описание

SSPR adds sharp, stable planar reflections to one flat surface in your level: polished floors, pools, lakes, wet streets and rain puddles. Unlike the engine's Planar Reflection actor, it does not render the scene a second time. It mirrors the previous frame across the plane, so the cost stays well under a millisecond however busy the scene is.

Where SSPR has nothing to reflect (objects off screen or hidden), the surface falls back to the engine's own reflections (Lumen, SSR or reflection captures), so there are no black holes.

Features

  • One reflective plane per level, placed with the SSPR Plane actor.

  • Roughness-aware blur with contact hardening: sharp where an object meets the floor, softer further away, with the vertical streaks of a wet surface.

  • Hole filling for gaps under and behind objects. No ghost outlines under floating objects.

  • Temporal filter: street lamps, neon and thin edges stay steady in the reflection instead of flickering.

  • Physically based bending by the normal map: water ripples distort distant reflections most and leave contact points in place.

  • Keeps reflecting at roughness 0.35, where screen space reflections fade out.

  • Reflects everything opaque on screen, including moving objects and dynamic lights.

  • Works with Lumen on or off, with any anti-aliasing method, in the editor and in packaged games.

  • DirectX 11 and DirectX 12.

Included

  • SSPR Plane actor and component.

  • MF_SSPR material function to add SSPR to any opaque material.

  • M_SSPR_Surface master material: polished stone, tiles, calm water, wet asphalt with puddles.

  • Two demo maps: a daylight showcase with four roughness settings and a pool, and a rainy night street with neon.

  • Full C++ and HLSL source.

  • English documentation.

Performance (GeForce GTX 1060 3 GB, 1920 x 1080, default 960 x 540 reflection target)

  • SSPR pass: about 0.7 ms with every feature on; about 0.5 ms with hole filling and the temporal filter off.

  • Roughness blur in the material: about 0.04 ms.

  • Disabled: under 0.02 ms.

Limitations

  • Only what is on screen can be reflected, as with any screen space technique.

  • One flat plane per level.

  • Translucent objects are not reflected.

  • No split screen, VR or stereo.

  • Windows only.

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