Implements performant Screen Space Reflections in three.js.
react-three-fiber demos:
If you are using react-three-fiber, you can also use the SSR
component from react-postprocessing. Check out the react-three-fiber demos to see how it's used there.
This effect uses postprocessing.js. If you don't have it installed, install it like so:
npm i postprocessing
Then install this effect by running:
npm i screen-space-reflections
Then add it to your code like so:
import { SSREffect } from "screen-space-reflections"
import * as POSTPROCESSING from "postprocessing"
const composer = new POSTPROCESSING.EffectComposer(renderer)
const ssrEffect = new SSREffect(scene, camera, options?)
const ssrPass = new POSTPROCESSING.EffectPass(camera, ssrEffect)
composer.addPass(ssrPass)
Number
| intensity of the reflections |
| exponent | Number
| exponent by which reflections will be potentiated when composing the current frame's reflections and the accumulated reflections into a final reflection; higher values will make reflections clearer by highlighting darker spots less |
| distance | Number
| maximum distance a reflection ray can travel to find what it reflects |
| fade | Number
| how much reflections will fade out by distance |
| roughnessFade | Number
| how intense reflections should be on rough spots; a higher value will make reflections fade out quicker on rough spots |
| thickness | Number
| maximum depth difference between a ray and the particular depth at its screen position before refining with binary search; higher values will result in better performance |
| ior | Number
| Index of Refraction, used for calculating fresnel; reflections tend to be more intense the steeper the angle between them and the viewer is, the ior parameter sets how much the intensity varies |
| maxRoughness | Number
| maximum roughness a texel can have to have reflections calculated for it |
| maxDepthDifference | Number
| maximum depth difference between a ray and the particular depth at its screen position after refining with binary search; higher values will result in better performance |
| blend | Number
| a value between 0 and 1 to set how much the last frame's reflections should be blended in; higher values will result in less noisy reflections when moving the camera but a more smeary look |
| correction | boolean
| how much pixels should be corrected when doing temporal resolving; higher values will result in less smearing but more noise |
| correctionRadius | boolean
| how many surrounding pixels will be used for neighborhood clamping; a higher value can reduce noise when moving the camera but will result in less performance |
| blur | Number
| how much the blurred reflections should be mixed with the raw reflections |
| blurKernel | Number
| kernel size of the Box Blur Filter; higher kernel sizes will result in blurrier reflections with more artifacts |
| blurSharpness | Number
| exponent of the Box Blur filter; higher values will result in more sharpness |
| jitter | Number
| how intense jittering should be |
| jitterRoughness | Number
| how intense jittering should be in relation to a material's roughness |
| steps | Number
| number of steps a reflection ray can maximally do to find an object it intersected (and thus reflects) |
| refineSteps | Number
| once we had our ray intersect something, we need to find the exact point in space it intersected and thus it reflects; this can be done through binary search with the given number of maximum steps |
| missedRays | boolean
| if there should still be reflections for rays for which a reflecting point couldn't be found; enabling this will result in stretched looking reflections which can look good or bad depending on the angle |
| useNormalMap | boolean
| if roughness maps should be taken account of when calculating reflections |
| useRoughnessMap | boolean
| if normal maps should be taken account of when calculating reflections |
| resolutionScale | Number
| resolution of the SSR effect, a resolution of 0.5 means the effect will be rendered at half resolution |
| velocityResolutionScale | Number
| resolution of the velocity buffer, a resolution of 0.5 means velocity will be rendered at half resolution |
Since the right options for an SSR effect depend a lot on the scene, it can happen that you don't seem to have an effect at all in your scene when you use the SSR effect for the first time in it without any configuration. This can have multiple causes such as ` being way too low for your scene for example. So to find out which SSR options are right for your scene, you should use a GUI to find the right values easily. The [example](https://github.com/0beqz/screen-space-reflections/tree/main/example) already comes with a simple one-file GUI [
SSRDebugGUI.js`](https://github.com/0beqz/screen-space-reflections/blob/main/example/SSRDebugGUI.js) that you can use in your project like so:
npm i tweakpane
SSRDebugGUI.js
to your project and initialize it like so in your scene:import { SSRDebugGUI } from "./SSRDebugGUI"
const gui = new SSRDebugGUI(ssrEffect, options)
That's it, you should now have the GUI you can see in the example scene. The options
parameter is optional for the SSRDebugGUI and will default to the default options if no options
parameter is given.
If you'd like to test this project and run it locally, run these commands:
git clone https://github.com/0beqz/screen-space-reflections
cd screen-space-reflections/example
npm i --force
npm run dev
If the project is useful for you and you'd like to sponsor my work:
Edge fade for SSR: kode80
Velocity Shader: three.js sandbox
Box Blur filter: glfx.js
Video texture: Uzunov Rostislav