I’m working on a first person shooter with a lot of large, reflective, perpendicular surfaces. Screen space reflections are fantastic for this, except the player character’s first person weapon model is being mirrored onto distant surfaces, breaking the illusion.
Is there any way to disable a single mesh from being drawn in screen space reflections?
I’m 99.9% sure you can’t disable a single mesh from being drawn in screenspace reflections because of how they work - they are reflections generated from the same render pass the camera sees - it’s not a separate render pass, which makes it faster, but more limited.
I’ve got a water sphere as the “walls” of a space and some 3d text in front of it -the moving reflection for this specific actor is very distracting so I’d like to get rid of it.
It would be technically possible by rendering multiple passes, but that would have a massive impact to performance so I would say there isn’t a practical way to do that.