Originally posted by AndrewJSch
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Originally posted by Mikand79
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If you enable VXGI+SSR, you probably also want to change ReflectionEnvironmentShaders.usf so it blends SSR with the VXGI specular.
Code:
// NVCHANGE_BEGIN: Add VXGI #if APPLY_VXGI SpecularLighting.rgb = ScreenSpaceData.VxgiSpecular.rgb; #endif // NVCHANGE_END: Add VXGI #if APPLY_SSR float4 SSR = Texture2DSample( ScreenSpaceReflectionsTexture, ScreenSpaceReflectionsSampler, UV ); SpecularLighting.rgb = SpecularLighting.rgb * (1 - SSR.a) + SSR.rgb; #endif
It's probably possible to fix SSR artifacts like the false reflection underneath the sphere by making it more conservative about what it considers a hit, since VXGI can fill in for situations where SSR doesn't have enough information.
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