https://github.com/jiaozi158/unityssreflectionurp
Screen Space Reflection for Unity URP (Universal Render Pipeline).
https://github.com/jiaozi158/unityssreflectionurp
screen-space-reflections unity universal-render-pipeline urp
Last synced: about 1 year ago
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Screen Space Reflection for Unity URP (Universal Render Pipeline).
- Host: GitHub
- URL: https://github.com/jiaozi158/unityssreflectionurp
- Owner: jiaozi158
- License: mit
- Created: 2023-05-23T16:33:11.000Z (about 3 years ago)
- Default Branch: main
- Last Pushed: 2023-09-06T19:11:50.000Z (almost 3 years ago)
- Last Synced: 2025-03-30T20:33:41.591Z (about 1 year ago)
- Topics: screen-space-reflections, unity, universal-render-pipeline, urp
- Language: C#
- Homepage:
- Size: 2.93 MB
- Stars: 167
- Watchers: 6
- Forks: 12
- Open Issues: 2
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
UnitySSReflectionURP
=============
Screen Space Reflection for Unity URP (Universal Render Pipeline).
**Please read the Documentation and Requirements before using this repository.**
Screenshots
------------
**Sample Scene**
Approximation:

PBR Accumulation:

**Not Included**
[Stormtrooper Star Wars VII](https://www.blendswap.com/blend/13953) by ScottGraham (CC-BY-3.0)
Enable SSR:

Disable SSR:

Documentation
------------
[Here](https://github.com/jiaozi158/UnitySSReflectionURP/blob/main/Documentation/Documentation.md).
Requirements
------------
- Unity 2022.2 and URP 14 or above.
- Any rendering path.
- Any camera projection type. (perspective or orthographic)
- Multiple Render Targets support. (at least OpenGL ES 3.0 or equivalent)
- [Extra steps](https://github.com/jiaozi158/UnitySSPathTracingURP/blob/main/Documentation/ForwardPathSupport.md#opengl-platforms-extra-setup) are needed for OpenGL APIs.
Known Issues & Limitations
------------
- The matrices used to reconstruct world positions are incorrect on XR platforms. (Try porting it to a fullscreen shader graph?)
- The reflection blending is inaccurate on ForwardOnly objects (Complex Lit) in Deferred rendering path. (Not happening in Forward path)
- PBR Accumulation mode doesn't work properly with distortion post-processing effects due to URP limitations. (motion vectors)
- Transparent objects are ignored by reflections.
- Reflections are only computed once. (Ray bounce is 1)
License
------------
MIT 
Details
------------
Part of the code is modified from [UnitySSPathTracingURP](https://github.com/jiaozi158/UnitySSPathTracingURP).