Trying to replicate 8 year old game's superior SSR method for Real-Time Photorealism.

Do you mean something like this?


(The left material is quite similar, just a little more complex with some dirty and normal maps)

As you can see it’s quite easy, just adjusting the values to your needs. But maybe the quality of SSR inside the Post Process volume can help too (better performant if you can achieve it too without raising the Quality value, but I already had it in my scene).

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