Screenspace reflection for transparent objects

Node-based Shader Editor

Screenspace reflection for transparent objects

Postby Desoxi » Wed Nov 15, 2017 1:06 pm

Hey,
i would like to know whether or not there is a possibility to enable screen space reflections (for example with the postprocessing stack) of transparent queued objects?
I just made a hologram shader which uses the translucent config (opaque rendertype, transparent render queue).
Unfortunately screen space reflection seems to ignore objects in transparent render queue.
I need the opacity connection so is there a way around this?
Desoxi
 
Posts: 9
Joined: Sat Nov 11, 2017 10:35 pm

Re: Screenspace reflection for transparent objects

Postby Amplify_RnD_Rick » Wed Nov 15, 2017 3:17 pm

Hey Desoxi,

Unfortunately Screen Space Reflections is only available on the Deferred Rendering Path, since it relies on the Normals G-Buffer, and since transparent objects are always rendered on the Forward Rendering Path they won't get caught by it.

There are a couple of workarounds but they are far from perfect:
- You can turn your transparent objects into opaque ones and use a grab pass to try and simulate transparency on your own. For this you need to be very careful on the Render Queue offset so they are rendered after all other opaque objects
- You can turn your transparent objects into opaque and apply dither to them
- You can turn your transparent objects into alpha cut

Please don't hesitate on reaching us if you have further questions.
Amplify_RnD_Rick
 
Posts: 40
Joined: Wed Mar 01, 2017 6:33 pm

Re: Screenspace reflection for transparent objects

Postby Desoxi » Wed Nov 15, 2017 3:27 pm

Thank you for the answer! Gonna try every single one of them tomorrow.
Btw i had tried "- You can turn your transparent objects into alpha cut". But the opacity output didnt have any effect.
Gonna try it again though and report back.
Desoxi
 
Posts: 9
Joined: Sat Nov 11, 2017 10:35 pm


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