Comments (4)
Hi @kawaiipooptato, thanks for the issue! I ran the project locally to see if my image looks the same, and indeed it does.
I intentionally included no assets in the repo, not really expecting others to run this project (though it's good to see that it can work. I appreciate the effort).
While the fog is janky and unrealistic, it is in fact working as intended. I don't believe it takes into account lighting at all. I also implemented it before I understood how scattering and transmission worked.
The SSR also works (at least as far as an SSR implementation can) for me. Try adding the PBR sphere grid (under environment->draw PBR grid) or overriding the global material with a low-roughness material. Here is an example (note that the colors are off due to taking a screen capture of an HDR monitor):
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Thank you for the detailed response! I came across your project while exploring bindless textures and multi-draw indirect, and I must say, it's been quite insightful. Your efforts in sharing this work are genuinely appreciated.
Upon adjusting the settings as you mentioned, I can confirm that the SSR is functioning as expected. My apologies for the oversight earlier.
If it's not too much trouble, would you consider uploading the original assets? I believe it would benefit many, including myself, who are keen on replicating the visuals from your screenshots.
Thanks again for your time and assistance!
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I pushed the assets that are loaded by default. Now it should work without having to add your own.
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Thank you so much once again!
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