By static you mean that it wont update the environment change? No, Im all most sure it is dynamic(i remember on trowing crates in such a room with that material on the floor and it updated like a mirror the crates position) as in the end it was a scene capture reflect actor that is pointed at the ground and updates in real time in dx9.Never bothered to see if it will update lightning change(time of day) but I think it should be ok?
Here is a more simple idea to start with:
Maybe do that, and add it to the water shader and observe from there what will happen as Im interested also.
This was the result (i reduced a bit the reflections on the material settings as I don’t want to make my floor look like a mirror:
However, in the end I gave up this, because I want to focus on performance for my game, and it runs very well. On mid-spec PC’s (My PC) it runs at 60 fps, on low spec pcs and consoles (Xbox360 and PS3) it runs at 30 fps.
With these realtime reflections my fps dropped from 60 fps to 25, so it was not worth.
But on any current gen gaming PC it run at almost 300 fps:
I actually returned on this and now I noticed that you said Screen space reflections, which is a feature not in udk.Its basically the dx11 real time reflections we have but way more cheaper(and not as good>but cheaper and worth it) .So yeah, (a pbr aid support?) as the material reflects the environment.The UT3 editor that comes with killing floor 2 on steam actually has Screen space reflections build by the devs.
It is a checkbox located above the top of the dx11 real time reflections in the material editor.I have the editor and it comes with all of the scripts and I looked like crazy for it but till now no luck.Its probably hard coded.But if you want the adventure with some chance of reward> buy from steam killing floor 2 and look at the editor and its scripts.
On the other hand, this is a thread of one of the devs that was responsible for that feature and there is some code.
Not sure if it will help you as to me is almost written in alien :rolleyes:
In UDK, there’s a demo level of a castle and a town. Inside the town’s cathedral, there are shiny reflective floors. When I was new to UDK I spent a long time trying to figure out how they did those floors. Eventually I realized the “reflections” on the floor weren’t reflections. The level designer had taken the cathedral interior, flipped its Z, and put the whole thing upside-down under the cathedral, then put in a translucent sheet for the floor.