true refractions may not work any time soon. the screenspace method has this “issue” that you would have to render back to front. so the farthest object is refracting correctly, then the nearer objects refract the refracted look of what’s behind it. basicly backbuffer slices/layers. this is expensive in terms of fillrate cause you have to overdraw. and it doesn’t help that glass is already rendered late in the pipeline, post opaque objects. hence why the player model is already in the backbuffer. no real way to fix that, than well… draw back to front.
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